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Overview
Spl. T. Versions
Placement
Mesh Def.
Segments
Books V2
UI3 Versions
Features /Preview
UI3 Overview
UI3 Bugs
3.2 UI Settings
3.2 UI Design
3 Spline Tools
Doors FAQ
Doors V2 UE5
Step by Step
2 Tips & FAQ
1 Reference
UI3 Game Modes
UI3 FAQ
Books V1
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Change list
3.1 Bugs Fixes
2A Generic BP
2B Gen Examples
1 Railings
UI 1 - Part 1
UI 1
Ui 1 - Part 2
1 Overview
2 UI Features
3 Get Started
4 Info Map
5 BP Actors
6 Manage Clients
7 FAQ
8 Tutorials
UI3 Overview
UI3 Get Started
3.1 Info Map
UI3 Edit Mode
UI3 Blueprints
UI3.2 Known Bugs And Solutions
Look here for answers if something does not go according to plan.
[fixed] or [lagacy] indicate that the issue has been solved in an update.
Content:
[Fixed] Packaging Fails After 3.2 Update (June 2023)
[Fixed] [5.3] GameMode Blueprint Error
Some images on the VR tablet are too dark or too bright.
[Legacy] Enable Thumbstick for Movement in VR
[fixed] Can't select Mesh Variation
[fixed] Panel Edges are not round
[fixed] Mouse Move doesn't work
I cannot select an object in edit mode
Player Facing the Wrong Way At Start
Looking Through Windows Looks Wrong.
[Fixed] [5.3] GameMode Blueprint Error
You might get an error when you hit the play button in the editor.The Game Modes blueprints contain a node to enable or disable the VR headset. The node Enable HMD is not available in Unreal Engine 5.3 unless the OpenXR plugin is enabled. All other engines don't have that problem as far as I know.
To solve this you can
- Enable the OpenXR plugin.
- Or open the 4 game mode blueprints in the ArchVizUI3 / UI / Blueprints folder, switch to full blueprint editing mode, and remove the node Enable HMD. Compile and save the blueprints.
[Legacy] Enable Thumbstick for Movement in VR
In the next update the VR control scheme will be changed so that the player can move around (locomotion) by using the right thumb stick or pad. I will also update the images for the help screen.The older way will stay as an alternative. You would need to rename the DefaultInput.alt to DefaultInput.ini to get the old controls back.
You could also change the Axis Mappings in the Project Settings as seen in the image here. Remove the red marked Look Up mappings and add them to the Move Forward mappings instead.
I don't have access to a VR controller myself at the moment. If that unexpectedly doesn't solve the problem then please let me know.
stefan.doetschel@live.com.
Cheers.
[legacy] TV not playing
Somehow the BP_TVPlaying actor is set to a movie that doesn't exist in the folder.Please open this blueprint in the blueprint editor
- Click on the variable Media Source
- Change it to CliffHouse_Low
- Save and Compile
Finally check if the actor in the level has the same media source set. And look into your directory if the actual movie (MP4 file) is there. Sometimes only the unreal actor is there but not the movie.
[fixed] Can't select Mesh Variation
This might happen if the static mesh is fully enclosed with another actors collision. Like the cooktop that is inside the kitchen bench collision. To fix this for the moment.- Open BP_SDotControllerKeyboardMouse
- Search for Line Trace By Channel node
- Tick the box for Trace Complex
- Compile and Save
NOTE: The Variation Actor Blueprint needs to be in the same level as the static meshes you want to pick.
[fixed] Panel Edges are not round
All panel edges are shaped irregular at the moment. You can fix this easily:- Open the widget UI3_SubMenuPanel
- Go to the Event Graph
- Disconnect the variable Border Margin from Panel Shape Margin without disconnecting the rest of the nodes. Like seen in the image.
- Set the Panel Shape Margin value manually to 0.33
- Compile and Save the Widget.
[fixed] Mouse Move doesn't work
Please update if the "Move to target" feature doesn't work at the moment. Have a look at the image to see how to fix this if you do not want to update.- Open the Blueprint Controller SDotUI3_ControllerKeyMouse
- Go the the Event Graph
- Connect the variable is Valid Move Target to the Node called Check Move Target as seen in the image.
- Compile and save the blueprint
This will fix it for the keyboard mouse game mode. The gamepad mode can be fixed the same way. But it looks a bit different in the blueprint. - Touch controller seems to be fine.
I cannot select an object in edit mode
This has been fixed in the latest update.Problem: You cannot select an object in edit mode. The name changes when you hover over the object, but nothing happens if you select it.
Solution: Open the project settings and search for Touch in the search bar on top of the window. Untick the tick box where it says: Use Mouse for Touch.
If this doesn't help then try to update the UI3 or check if a large collision is in front of the objects.
Player Facing the Wrong Way At Start
The player may start facing random rotations when the App starts. You can fix this by adding a BP_UI3Location near the start point and then use the name of that start point as the Start Location Name in the Info Map in the Project Settings Section.What this does is to look for the location actor with the name StartName and teleport the player to this point as soon as the app starts.
You can try to copy/paste the clipboard data from the text file below into your level blueprint. You may have to add the variable manually and connect some of the nodes.
Looking Through Windows Looks Wrong.
This can happen in any of the Unreal 5 versions. Lumen is creating ambient occlusion and shadows. But it doesn't really care about translucency. The demo project uses ray traced translucency for this reason. This improves the Reflections on the glass panes as well.Part of translucency is Refraction. Turn it off to fix overly dark shadows behind glass. As seen in the image. You can also try to tweak refraction in the glass material. (There might be other places to look for it, like the light sources, or the project and world settings).
This topic has many aspects and it is constantly changing as well. I can only direct you to Google to find out what works best for you.
[Legacy?] Floorplan appears to be unscaled
Since either 5.1 or later the floorplan occasionally seems to un-scale itself. You can easily fix this by- making a change to the info maps settings
- moving the info map and then undo the move
I've been trying to find the cause for this. But despite many hours and some different approaches it just doesn't go away.
I'll keep trying and update the project as soon as this issue is solved or maybe it solves itself one day without an apparent reason. The same way it got introduced.
[Legacy] Asset materials change when hitting [F]
There might be a case where the UI gets stuck in Edit Mode. Meshes get changed by hiding or un-hiding the menu by pressing [F] or clicking (B) on the gamepad. To fix this yourself- Open the UI3_MainMenu widget
- Open the Function Hide All Sub Menus
- Change the nodes to look as shown in the image
- Compile and save the widget
This will be fixed in an update soon.