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UI3 Overview
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UI3 Get Started
../images/architecture/2023/ui3_data/thumbs/02.jpg
UI3 Settings
../images/architecture/2023/ui3_design/thumbs/01.jpg
UI3 Design
../images/architecture/2023/ui3-custom/thumbs/01.jpg
UI3 Preview Ft.
../images/architecture/2021/ui3-var/thumbs/01.jpg
UI3 Edit & Info
../images/architecture/2024/ui3-connect/thumbs/01.jpg
UI3 Connect
../images/architecture/2021/ui3-actors/thumbs/02.jpg
UI3 Other BPs
../images/architecture/2021/ui3-game/thumbs/07.jpg
UI3 Input Controls
../images/architecture/2024/ui3-vr/thumbs/03.jpg
UI3 VR projects
../images/architecture/2021/ui3-faq/thumbs/01.jpg
UI3 FAQ
../images/architecture/2023/ui3_faq/thumbs/01.jpg
UI3 Bugs
../images/architecture/2023/ui3_history/thumbs/01.jpg
UI3 Versions

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:

Menu is Empty

[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

Failed to load [...] P_Tablet12

[legacy] TV not playing

[Legacy?] Floorplan appears to be unscaled

[Legacy] Asset materials change when hitting [F]

Menu is Empty

New Info Map

The UI may have no menus if you place a brand new info map into your level. The UI is defined in the Main Menu Layout array. You can copy the info map from the demo scene into your scene.

Updated Scene

There might be no sub panels after you updated the UI3 project to a newer UI version. This is because the way the UI is stored in the Main Menu Layout array has changed. Read how to update the UI Design at the link below.

UI Design

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[Fixed] Packaging Fails After 3.2 Update (June 2023)

Look for the 2 widgets below if packaging fails with an error about those assets:

  • UI3_IconButton.uasset (NOT IconButton02)
  • UI3_ListButton.uasset

They are referencing an old structure. I added dummy widgets with the same name to overwrite them in case of an update. You can delete them as they are not used anymore since May 2023.

The update also fixes the same error for the widgets

  • UI3_CustomButton
  • UI3_PreviewButton

They had a reference to the variable called Color Set Used. The variable itself used the deleted structure ArchVizUI_V3/UI/Etc/Structures. You can put this variable back into the folder to solve both problems without updating. Download the file from the link below:

STR_UI3_UIColourStructure

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[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.

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Some images on the VR tablet are too dark or too bright.

Too Bright

This is a side effect of using the dynamic sky blueprint. You need to turn down the brightness of all text and image elements. Follow the link at the end of this section.

UI Design
UI Color Set Used Set it to Index [3]
UI Advanced Design
VR Preview Brightness Set it very low, like 0.05

Too Dark

There was a bug where lowering the brightness is applied twice for some image. Change the widget UI3_Image to look like the image. This has been fixed in an update.

Using Game Modes

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[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.

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Failed to load [...] P_Tablet12

Failed to load /Game/ArchVizUI_V3/UI/Etc/SM/P_Tablet12.P_Tablet12 Referenced by P_Tablet12_GEN_VARIABLE

A couple of users messaged me that they get this error message. The tablet seems to miss its texture, or the texture isn't accessible. Make sure you use the SDot VR game mode for VR. I'm not sure what happened there. Please check the following:

  • open the Blueprint SDotUI3_CharacterV3
  • look for the tablet mesh in the character viewport
  • see if it has its material applied

image
The tablet lives in the folder Content/ArchVizUI3/UI/Etc/SM

The material is in the folder Content/ArchVizUI3/UI/Mat and is called M_MobileDevices01_i01.

Please reassign the material, if the material isn't applied in the static mesh browser for the tablet or in the character.

image

[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.

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[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
This may happen again next time you open the editor.

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.

image

[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.

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