ArchViz UI3 Documentation 2026

Table of Content
Table Of Content
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New in 2026
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Quick Guide
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Video Guides
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Getting Started
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UI Layout
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Var Actor
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Edit Scene
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Designer
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Other Features
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Modes
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Blueprints
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Cost Tracking
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Multi-Unit-Prj
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Google Data Sheets
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FAQ
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Fix Bugs
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Version History

Getting Started With UI3

How to get started with the UI3 in your own project:

Content:

Video Tutorials (UE 5.3)

Purchase and Installation

Place a Player Start

Project Settings

Plugins

Post Process Volume

World Settings

Level Structure

Info Map Blueprint

Video Tutorials (UE 5.3)

The Video Tutorials are a bit out of date but may still have useful information, especially for people who are new to Unreal.

Video 1 and 2 are about creating a project and migrating the interface to it.

The editor is changing over time but the way things work does not fundamentally change that much.

The Input.ini file is obsolete now, please ignore this section.

Video Tutorial Playlist

Purchase and Installation

The ArchVizUI3 project can be purchased on FAB. It should show up when you search for UI3

Create the ArchVizUI3 Project

Use the Epic Games Launcher to install the UI3 project. Follow the first steps from the UI3 Quick Guide

  • Migrate the UI3 project to your project
  • Enable the necessary Plugins
  • Set the Game Mode in the World Properties of your main level.

Then continue with the first steps below.

UI3 Quick Guide

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Place a Player Start

Add a player start to the main (persistent) level of the scene, at the position where the player should start when the app starts.

Place a Blocking Volume under the player start so the player doesn't fall through the floor in case the level geometry isn't loaded yet.

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Project Settings

Most project settings are already set the best way possible. Be careful changing anything, it can have unexpected effects.

If bad comes to worse then delete the Config folder of your project. This will reset all settings.

Maps and Modes

Set the start maps here.

Rendering

Most other relevant settings affecting the scene quality live here. Some settings need additional settings in the Post Process Volume

Setting Up Your Project | Unreal Documentation

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Plugins

The following plugins should be installed in your project even if you don't intend to use them:
  • Enhanced Input - controls input actions from keyboard or gamepad
  • Sun Position Calculator - Accurate sun positioning for geo location
  • OpenXR - standard used for VR headsets. - You may need a different one.

Packaging will fail if these plugins are missing.

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Post Process Volume

A Post Process Volume defines the final quality of the scene. It effects the player camera if the player is in the volume.
  • Volumes with higher priority will overwrite ones with lower priority.
  • One Volume can be set to Infinite Extend (Unbound) which then will effect the entire level.

Global Illumination and Reflections

Should be Lumen in higher engine versions. It's recommended to increase some values a bit for better quality.

Path Tracing

Can be enabled for ultra high quality screenshots. This will most likely kill the performance of the scene in real-time.

Another engine version may require different settings

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World Settings

World Settings is were the game mode for the scene is set. The settings in the main persistent level matter, not the settings in any additional sub levels.

Game Mode Overwrite

Choose from one of the 4 SDotUI3_GameModes.

This can be changed at any time. It can be easier to set the game mode to Keyboard/Mouse during development and then switch near the end to another mode, like Gamepad

More details about Game Modes

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Level Structure

Persistent Level

The main level. Contains all sub-levels and the Game Mode is set in its world properties.

I recommend to have just the Info Map, Player Start, Post Process, and any other volumes in it.

Sub-Levels

are like layers that separate content from each other: furniture, building parts, details. They are added to the persistent level in the Level Browser and are used to organize the project. They can be set to

  • Streaming from within the UI (dot in front of name)
  • Being always loaded (no dot)

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Info Map Blueprint

The blueprint BP_SDOTUI3_InfoMap needs to be placed in the main (non-streaming) level of your scene. It contains most of the data to run the UI.

Floorplan

Add a floorplan in the floorplan section, use the Floorplan Scale to adjust its size. Then align it to the building. Use a white texture if no floorplan is available.

UI Preset

Choose a preset from the list and click the Apply Preset to apply some use-specific settings to the project.

Streaming Levels

Add the exact names of streaming levels to this list.

It's recommended to split the scene content into sub levels, like 'furniture' or 'decoration' for trouble shooting and more.

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