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UI3 Overview
UI3 Get Started
3.2 UI Settings
3.2 UI Design
Features /Preview
Edit & Info Mode
UI3 Blueprints
UI3 Game Modes
UI3 FAQ
UI3 Bugs
UI3 Versions
UI3 Frequently Asked Questions
FAQ, Tips and tricks, or answers for frequent questions are here, and known bugs.
Content:
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.
Using GPU Lightmass
GPU Lightmass is a different way to build lighting in your scene. Follow all the steps suggested in the documentation (link below) to use it in your project. UI3 will just work fine with GPU LM. The user interface does not interfere with any 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.
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.
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 either as CSV or HTML files with the Easy File Manager Plugin from the marketplace.- 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.
The list can be created from the UI and will be saved in the MyProect/Saved/Lists folder as either CSV (database format) or HTML (web format).
More info will be available in the User Management section.