Pages in Documentation

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Settings
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UI3 Overview
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[old] Doors UE5
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Quick Start
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Swap Actor
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Custom Assets
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System Drawings
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Step by Step
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Tips & FAQ
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Settings
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UI3 Designer
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UI3 Cost
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UI3 Features
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UI3 Quick Guide
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UI3 Scene Settings
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UI3 Connect
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UI3 VR projects
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UI3 Vers History
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UI3 Preview Ft.
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UI3 Fix Bugs
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UI3 Design
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UI3 Layout Design
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UI3 Input&Mode
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UI3 FAQ + TIPS
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V4 Quick Guide
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Ver History
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V3 Placements
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V3 Mesh Def.
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V3 Segments
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V3 Quick Start
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Books V2
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Books V1
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Customize
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Quick Guide
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Swap Actor
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Doors FAQ
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Doors UE4 (V1)
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3.1 Bugs Fixes
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Ver History
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V2 Generic BP
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V2 Examples
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V1 Railings Fences
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UI 1 - Part 1
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UI 1
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Ui 1 - Part 2
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1 Overview
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UI2 Features
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UI2 Get Started
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UI2 Info Map
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UI2 BP Actors
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UI2 User Manager
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UI2 FAQ
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UI2 Tutorials
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UI3 Overview
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UI3 Get Started
../images/architecture/2021/ui3-infomap/thumbs/02.jpg
3.1 Info Map
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UI3 Variations
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UI3 Other BPs

UI3 Quick Guide

Quick Guide for the Arch Viz UI3 User Interface available on FAB and the Unreal Marketplace.

Content:

Installation

Content Location

Plugins

Game Mode

General Settings

Interface Panel Layout

Scene Settings

Object Interaction

Packaging

Installation

The ArchViz UI3 project will appear in the Vault in the Epic Games Launcher after your purchase.

Use the yellow button to create the demo project. Choose the appropriate Unreal Engine version.

The latest project version will be downloaded. This can take a while.

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Content Location

The project files will be installed in the Content folder of the project. MyProject / Content / ArchVizUI_V3.

You have to options to migrate the UI3 to your own project:

  1. Migrate the entire ArchVizUI_V3 folder. This includes all demo levels and all assets used in them. It's about 2 GB.
  2. Migrate only the UI folder. This contains all blueprints, widgets, icons and everything you need for the user interface. It excludes the demo levels and assets in it. It's about 80 MB

The yellow marked blueprints in the UI / Blueprints folder are the ones that will be placed in the scene for the interface to function.

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Game Mode

Set the Game Mode Override in the World Settings. Choose one of the four SDot UI3 Game Modes from the list.

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Floorplan drawings can be added in the Floorplan section.

Floorplan
Floorplan Scale Manually scale the floorplan here. This makes sure that the XY ratio stays intact.
> Floors or Units Use the (+) icon to add floors or units.
Floorplan Drawings have to be black on white background
Height Offset start with the lowest floor and add the height offset from that level to each additional floor above.

Use Transform to align the location and the rotation.

Transform
Location Move the floorplan roughly to the correct position
Rotation Use the Z rotation to align the floorplan to the building
Scale Do not change the scale

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Interface Panel Layout

The UI Panel Layout is set with the Main Menu Layout array. Each Index is a main menu button appearing from left to right on top of the screen.

Feature Panels will appear below when you click a main menu button. You can fit 3-4 smaller panels in one button. Some features, like the floorplan, need their own panel. There is no "panel scrolling", only items within the panels can scroll.

> Panels Design
> Main Menu Layout One main menu button equals one array index
Menu Icon Menu icons are in UI / Tex / Icons
> Feature Panels Feature Panels appear vertically stacked below the button
Feature Type Choose from the list
Feature ID Some features that can be placed in multiple version require an ID

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Scene Settings

Scene Settings alter the way the application is played: Quality, Movement, Camera.

You may want to reduce quality to improve performance for example.

This is set in the Settings - Game section. Every section has an array with values for the sliders. The Default value is loaded when the app starts, regardless of the settings panel being placed in the UI or not.

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The blueprint actor BP_SDotUI3_Variations is the link between the interface and the object in the scene. Place one next to the object(s) that should change. Object and Blueprint need to be in the same level.

Variation Settings
Variation Actor Type choose the type for the variation actor from the list
Tag Designer uses a matching tag name to link to variation actors
> Actors connect static mesh actors in the scene with the eye dropper
Variation Details set the name, price, or preview icon per choice
Variation Materials set the materials per material ID and choice.
Variation Meshes set static mesh variations.
Variation Info provide more info about the object (optional)

The Variation actors multiple arrays are all connected by the index. Material choice, Mesh choice, Details, and Info are all set to the same index.

The Designer is able to change materials and mesh variations independently for the same object.

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Packaging

Run the editor on its own first, not by loading a project. This seems to install any missing "pre-requisite" applications.

Install the free Visual Studio Community version from Microsoft's website. This is required to package a project. There is an Unreal Engine component with it that needs to be selected during install.

Open the Project Settings -> Packaging

Packaging
> Advanced Scroll down to the advanced packaging section
> List of Maps to include in a packaged built Add your persistent levels to the list.
Additional Non-Asset Directories to Package
Additional Non-Asset Directories to Copy
Add the movies directory to the list, if it isn't Content/Movies

Click on Platform to start packaging.

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