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UI3 Get Started
UI3 Settings
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UI3 VR projects
UI3 FAQ
UI3 Bugs
UI3 Versions
UI3 Frequently Asked Questions
FAQ, Tips and tricks, or answers for frequent questions are here. Known bugs are on the next page.
Content:
Looking Through Windows Looks Wrong.
I cannot select an object in edit mode
Player Facing the Wrong Way At Start
Main Menu Compile Error
Symptoms: You'll get a few load errors. The game won't 'Play' in editor and give you a message that there are blueprint errors in the 'Main Menu'.Solution: This is caused by the Sun Position Calculator or the OpenXR plugin not being enabled. Please enable them even if you do not intend to use them. You have to restart the editor for the Plug-In to be enabled.
Do not save the Main Menu Widget before restarting. It should be fine after the restart. If you did save then re-migrate the MainMenu widget from the UI3 Demo Project and make sure to override when asked.
Please replace the Enable HMD with the appropriate node from the plugin that is required for your headset if necessary.
Using GPU Lightmass
Lumen is the best way to light your scene in Unreal 5.GPU Lightmass can be used to bake lighting in your scene if you want to use raytracing instead of Lumen. Follow all the steps suggested in the documentation (link below) to use it in your project. UI3 will not interfere with lighting in the scene. Scenarios are working with GPU LM.
Dynamic objects (mesh variations) need some direct light to look decent (not black). This can be the skylight. Reflection actors need to be rebuild manually after each GPU Lightmass build. Black variation actors can be caused by missing reflection actors. Place one with low radius next to the black asset and rebuild lighting and reflections.
Packaging Tips
Packaging will create an app that can be run by users that do not have Unreal installed. You find it in the File menu (Unreal 4) or above the viewport (Unreal 5).First make a few changes to the Project Settings
- Set the Default Game Map In the Maps and Modes section. This needs to be the main (persistent) level of your scene.
- Add the levels that need to be cooked in the Packaging - Advanced - List of Maps to include... array. You don't need to add any sub levels that are loaded from your main levels to the list. But you need to add any other levels if the user can travel to them.
- Add your movie directory there as well. I put them in both arrays Additional Non-Asset Directories ... . It's probably not necessary that way.
NOTE: Leaving the list of maps empty can increase your package size significantly. In that case everything in the project will be packaged.
Packaging Fails
Sometimes Unreal didn't install some additional software needed. Check that you have the software when the packaging fails early on:
- Windows SDK
- Visual Studio (free community version)
- Net framework (if everything else doesn't help)
Check the output log if the packaging fails later on. Scroll down to the very end and then look for any red messages above, like a missing structure here:
[2023.06.08...]LogProperty: Error: FStructProperty::Serialize.../UI/Widgets/UI3_CustomButton.UI3_CustomBu tton_C: Color Set Used'. Unknown structure.
Scroll down for a few more solutions for failed packaging.
Pixel Streaming
With touch screen controls available now pixel streaming is also possible to tablets and other devices that don't have the power to render the scene. You can run the app in any modern web browser this way.Follow the steps in the link below to enable pixel streaming for your project. It's easy to do locally in your own network. Some additional steps are needed to stream over the internet or alternatively you can use a service like https://www.furioos.com/
Using VR, Touch or Gamepads
You need to set the Game Mode in the World Settings of your scene. The World settings are part of the 'persistent' level. If You only have one level, then this level is the persistent level.UI3 can be used with
- Mouse and Keyboard controls on a PC
- A gamepad on a PC
- Touch controls with or without Pixel Streaming
- VR projects with VIVE or Oculus Rift controllers or a gamepad.
Read on how to use Game Modes for these different uses.
VR Tablet Is Blurry
Sorry I'm aware of it. I submitted an update with an example level to show how to set the UI up for VR.- The update fixes the interface not responding
- Set the default aperture to 32 or it will be blurry because the tablet is out of focus. (Settings - Cinematic Camera)
- use colour scheme id 3 as a start
- increase icon and text sizes
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.
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.Using the Ultra Dynamic Sky Plug-in
Here is a short quick guide
- Remove any sky box items like: directional light, skylight, fog, clouds, sky atmosphere.
- Place the UDSky blueprint at ground level in your scene.
- Set the time in the top settings section.
- Browse down to Simulation and change the following settings:
> Simulation | |
Simulate Real Sun Simulate Real Moon Simulate Real Stars |
Tick all three simulation boxes |
Location Preset | Set your project location from the Preset List, if available |
Latitude Longitude |
Or set the location values manual here |
Year | Month | Date | Set the current date as a starting point |
North Yaw | This will rotate the sun to line up with the real sun position |
- Set the default values for the projects app in the Info Map in the Dynamic Sky section. This is how the app will start.
> Settings - Dynamic Sky | |
> Slider Values Sky | |
> Index [0] | |
Name | check the slider name for what the slider sets (TIME for time) |
Default Value | For 4:30 pm use 16.5. This value will be changed to 1650 in the function to work for the UD Sky. |
Do the same for the day and the month.
Functions
There are 2 functions you will have to change in the UI3_MainMenu widget. It's in the Blueprints/Widgets folder.
Find and open the widget. Look for the 2 functions Get Sun Sky and Set Sun Sky.
I left the original nodes in the images below. So you can see the difference to the function for the SunSky actor. I hope that is not too confusing. Feel free to remove the unconnected nodes if you're confident with blueprinting.
Get Sun Sky [Function]
- Change the drop down Actor Class to search for all Ultra Dynamic Sky blueprints. Disconnect the Result Pin, compile and the reconnect the Result Pin to Set and Is Valid.
- Cast to the Ultra_Dynamic_Sky instead of the SunSky
- Get the variable Time of Day from it and divide it by 100. Plug the result into the Solar Time of the Return Node.
- Get the function Get Date Time, Break the Date Time and plug the Day and Month into the Return Node.
- Compile and Save the Widget.
Set Sun Sky [Function]
- Change the drop down Actor Class to search for all Ultra Dynamic Sky blueprints. Disconnect the Result Pin, compile and the reconnect the Result Pin to Set and Is Valid.
- Cast to the Ultra_Dynamic_Sky instead of the SunSky
- Get the function Time of Day to H/M/S from it. Multiply the Solar Time Input with 100 and plug the result into the Time pin.
- Get the function Set Date Time from the Ultra_Dynamic_Sky. and plug a Make Date Time node into its Date Time pin.
- Set the Year of the Make Date Time node to 2024. Use the Input pins for Day and Month, and the Hour, Minute, Second from the Output pins of the Time of Day to H/M/S node.
- Compile and Save the Widget.
Create lists with Easy File Manager
You can create inventory lists from the UI. They are copied to the Output log. From there you can copy them to other applications.The Easy File Manager plugin from the marketplace lets you save those files. After adding the plugin you need to modify the Character slightly:
- Open the SDOTUI3_CharacterV3 from the blueprint directory.
- Go to the function Save List
- Add the nodes marked EFM to the blueprint and connect the nodes as seen in the image.
- Compile and save the character blueprint.
The lists will be saved in the MyProect/Saved/Lists by default or in the folder you specified as the save folder in the Info Map
More info will be available in the User Management section.
- Open the SDOTUI3_CharacterV3 from the blueprint directory.
- Go to the function Create List
- Go to the bottom of the graph nodes and connect the nodes as seen in the image.
- Compile and save the character blueprint.