
Table Of Content
New in 2026
Quick Guide
Video Guides
Getting Started
UI Layout
Var Actor
Edit Scene
Designer
Other Features
Modes
Blueprints
Cost Tracking
Multi-Unit-Prj
Google Sheets
FAQ
Fix Bugs
Version History
Game Modes, Controls, VR
This section covers
- UI Presets
- Game Modes including VR
A short explanation of how controller and character work together to control the UI and the player movement.
Content:

UI Presets
Intended UI Use Preset
Select one of the Use Presets from the list. Then click on Apply Preset to copy some useful settings for this mode into the Info Map. These settings can be changed afterwards
Use Target Mouse Move
The player can click on the floor to move to that position
UI Panel Design
A UI Color Preset and the Controller Button Row Name has been set (UI Advanced Panel Design).
Project Info and Help
The controls Help Image has been set.

Game Mode - World Settings
Game Mode Override
One of the 4 game modes that come with the UI3 has to be set for the UI to function. The UI will not appear without the game mode set.
The Game Mode can also be set in the project settings to be applied to all levels. The world settings will override that.
Game Mode Blueprint
The gamemode itself doesn't contain blueprint nodes. Instead it contains links to the controller and character (and other blueprints not used for the UI3).
| SDotUI3_GameMode | _Character | _Controller |
|---|---|---|
| Keyboard | V3 | KeyMouse |
| Gamepad | V3 | Gamepad |
| Touch | V3 | Touch |
| VR | V3 | Gamepad |

Character
The same Character blueprint is part of all 4 game modes. Most blueprint code is in here and shared. This includes most input actions especially regarding movement.
Controller
The Controller blueprints mostly contain nodes that deal with mouse over object actions where the user can select an object from the scene.
The Gamepad controller also contains nodes that drive the navigation within the menu. The user can't just click on an item in the menu. Feedback is needed to show where the user actually is within the menu.
The Touch controller has nodes that determine if the user has clicked or swiped to control the camera.

Input Controls
UI3 uses the Enhanced Input Controls. You don't have to do anything for it to function.

Graph Movement and Input
Most input action nodes are in a separate node graph in the Character and not in the Controller.
Those nodes are shared between gamepad and keyboard and it wouldn't make sense to put them into the controller. The controller only contains input actions that are not shared.

VR Game Mode
UI3 offers a limited support for VR projects. VR projects can run in PC-VR mode, where the headset is just used as a monitor.
UI3 does not support native Android projects that run on the headset without custom modifications.
VR Virtual Tablet
The standard UI3 menu is displayed onto a virtual tablet mesh in 3D space.
Controls
Oculus, Steam or VIVE controllers are mapped to be used with UI3. Controls can be changed in asset MC_ArchVizUI3 (see above).
A standard XBOX controller can also be used.
Control Icons
Controller Button Icons can be set from a datatable row name in the UI (Advanced) Panel Settings.

Top of page
Documentation Archive 2025