![Table of Content Table of Content](..\images\general\toc.png)
Table Of Content
![Overview Arch Viz UI3 (version 3.2 And Newer) ../images/architecture/2023/ui32/thumbs/01.jpg](../images/architecture/2023/ui32/thumbs/01.jpg)
UI3 Overview
![UI3 Get Started ../images/architecture/2021/ui3-start/thumbs/02.jpg](../images/architecture/2021/ui3-start/thumbs/02.jpg)
UI3 Get Started
![UI3 Interface Data And Settings ../images/architecture/2023/ui3_data/thumbs/02.jpg](../images/architecture/2023/ui3_data/thumbs/02.jpg)
UI3 Data Entry
![UI3 - Scene Settings ../images/architecture/2023/ui3_settings/thumbs/13.jpg](../images/architecture/2023/ui3_settings/thumbs/13.jpg)
UI3 Scene Settings
![UI3.2 User Interface Design ../images/architecture/2023/ui3_design/thumbs/01.jpg](../images/architecture/2023/ui3_design/thumbs/01.jpg)
UI3 Design
![Features With Preview ../images/architecture/2023/ui3-custom/thumbs/01.jpg](../images/architecture/2023/ui3-custom/thumbs/01.jpg)
UI3 Preview Ft.
![UI3 Edit And Object Info Modes ../images/architecture/2021/ui3-var/thumbs/01.jpg](../images/architecture/2021/ui3-var/thumbs/01.jpg)
UI3 Edit & Info
![Connect UI3 To External Blueprints ../images/architecture/2024/ui3-connect/thumbs/01.jpg](../images/architecture/2024/ui3-connect/thumbs/01.jpg)
UI3 Connect
![UI3 Other Blueprint Actors ../images/architecture/2021/ui3-actors/thumbs/02.jpg](../images/architecture/2021/ui3-actors/thumbs/02.jpg)
UI3 Other BPs
![UI3 Input Controls / Game Modes ../images/architecture/2021/ui3-game/thumbs/07.jpg](../images/architecture/2021/ui3-game/thumbs/07.jpg)
UI3 Input Controls
![UI3 In VR Projects ../images/architecture/2024/ui3-vr/thumbs/03.jpg](../images/architecture/2024/ui3-vr/thumbs/03.jpg)
UI3 VR projects
![UI3 Frequently Asked Questions ../images/architecture/2021/ui3-faq/thumbs/01.jpg](../images/architecture/2021/ui3-faq/thumbs/01.jpg)
UI3 FAQ + TIPS
![UI3.2 Known Bugs And Solutions ../images/architecture/2023/ui3_faq/thumbs/01.jpg](../images/architecture/2023/ui3_faq/thumbs/01.jpg)
UI3 Bugs
![UI3 Version History ../images/architecture/2023/ui3_history/thumbs/01.jpg](../images/architecture/2023/ui3_history/thumbs/01.jpg)
UI3 Vers History
Connect UI3 To External Blueprints
How to connect to other blueprints that are not part of the UI3 project.
Content:
Send the Variation ID to another Blueprint
Setting Up The Other Blueprint
Connect Blueprints to the UI3
Blueprints from separate packages can be connected via a blueprint interface. This has nothing to do with the user interface other than having the same name unfortunately.The SDotUI3_CharacterV3 is already connected to the blueprint interface BPI_UI3_Interaction. You can find it in
ArchVizUI_V3 -> UI -> Etc.
Here are the steps how to connect the blueprint interface using the character as the example:
- Click on the Class Settings in the top menu row next to the blue marked Class Defaults
- Click on Add in the Implemented Interfaces section in the Details panel. Select the blueprint interface BPI_UI3_Interaction.
- There might be more than one interface with that name. You need to choose the one in the ArchVizUI3 folder. All blueprints must have the exact same blueprint interface. To check the location of the selected interface click on the folder next to its name.
![image 01c.png image](../images/architecture/2024/ui3-connect/01c.png)
- Click on the folder icon to navigate to its location in the Content Browser
- Check the location is in the directory ArchVizUI_V3 / UI / Etc
If it's not in this directory you have to go back to the blueprint and add the other interface with the same name. Check again until you are sure the correct interface has been added.
Unfortunately I added an interface with the same name into some of my other products. I didn't really understand how they work, sorry.
![image 01e.png image](../images/architecture/2024/ui3-connect/01e.png)
Send the Variation ID to another Blueprint
The ceiling fan in the demo project has a standard Variation blueprint next to it. The actor needs to have- The Variation Names
- A unique Tag name to identify the target blueprint
- Call Interface needs to be ticked
The Variation Actor has no other duties, no meshes in the scene needs to be changed. With no meshes connected there needs to be a clickable area to activate the actor.
- Click the box Parent Only. A yellow collision box will appear. Press [G] to toggle game mode if you can't see it.
- Use Box Scale 3D to change the size of the box
- Use Box Location to offset the box from the marker, if necessary.
> Variation Settings | |
Actors | Leave empty. Only Variation Names are required |
Variation Names | Add text here to Identify the Action or Variation |
Index [0] | Fan Off |
Index [1] | Fan Turning Slow |
... | |
> advanced display | |
Tag | 'Fan' - use the tag in both the Variation Actor and your custom blueprint. |
Call Interface | tick - to call the interface function when a variation is selected |
Parent Only | tick - because no meshes in the scene will be changed directly from this actor |
Box Scale 3D | scales the yellow collision box that lets you select the variation actor |
Box Location | lets you offset the collision box. |
![image 03c.jpg image](../images/architecture/2024/ui3-connect/03c.jpg)
Under the Hood
The Variation Actor will send the choosen variation to the connected blueprints. The connection is established with the Blueprint Interface. Here is what happens under the hood.
- If the Call Interface variable is set to ON
- All actors that have the BPI_UI3_Interaction blueprint interface are collected from the scene.
- For Each of those actors...
- ... the function Change to Variation ID is called and the Variation ID and the Tag are sent
![image 03d.png image](../images/architecture/2024/ui3-connect/03d.png)
Setting Up The Other Blueprint
The other blueprint needs to react to the interface function call. This is what the fan blueprint does:- The function Change Variation to ID is executed
- Is the Tag named Fan? If True, this interface call is for this blueprint. Execute the nodes.
- A value is selected depending on the value of Change to ID
- The Rotation Rate variable is set to the selected value
- The Event Tick rotates the fan constantly by a set amount. The new Rotation Rate value will make the rotation faster or slower.
![image 03e.png image](../images/architecture/2024/ui3-connect/03e.png)
Either double click them or right click and choose Implement Event to get them into the Event Graph.
Function Interact
The other function that comes with the blueprint interface is called Interact. It doesn't have any variables. It is meant for doors to open or any other event that just needs to be activated and has no options. The UI sends this event when the interaction button is pressed. By default the interaction button is [ R ] on the keyboard and (Y) on the controller.
![image 03g.png image](../images/architecture/2024/ui3-connect/03g.png)
Interactive Door Blueprint
The Door Blueprint has been updated to work better with the ArchVizUI3. It now has a Swap Actor that connects the UI3 with the doors.The door blueprint may have a blueprint interface with the same name as the UI3 unfortunately in earlier versions. Make sure the interface from the UI3 is added and not the one with the same name.
Read more in the Door Blueprint Documentation.
![image 05c.png image](../images/architecture/2024/ui3-connect/05c.png)
Modular Kitchen Builder
The Modular Kitchen Builder uses a swap actor between the kitchen and the UI3. Info is available in the documentation for the Kitchen (link below).Find the BP_KitchenBuilder_SwapActor and connect the blueprint interface to it. Update connections as described for the doors blueprint.
- Variation Materials are set in the Kitchen Swap Actor
- The UI3 Variations Actor only contains the Variation Names
![image 06c.png image](../images/architecture/2024/ui3-connect/06c.png)
Light Switch Example
This is the blueprint setup for the toggle light. Watch the Tutorial Video for more details.They both work the same way:
- First add the BPI_UI3_Interaction interface to the class settings
- Then add the Change Variation to ID event to the graph
- Check if the tag sent is the one set in the blueprint
- Add a switch on INT node and connect the actions you want the blueprint to perform for each of the variation IDs received.
![](../images/general/wip.png)
![image 07c.png image](../images/architecture/2024/ui3-connect/07c.png)
Video Tutorial for UDS and EFM
This video tutorial explains how to connect the Ultra Dynamic Sky and the Easy File Manager to the interface.Using the Ultra Dynamic Sky
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. |
![image 09.png image](../images/architecture/2024/ui3-connect/09.png)
Functions
There are 2 functions you will have to change. They are
- either in the UI3_MainMenu widget. It's in the UI/Widgets folder.
- or in the BFL_Customization Library in the UI/Blueprints Folder
Find and open the widget or library. Look for the 2 functions Get Sun Sky and Set Sun Sky.
![image 09b.png image](../images/architecture/2024/ui3-connect/09b.png)
![image 09c.png image](../images/architecture/2024/ui3-connect/09c.png)
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.
![image 09g.png image](../images/architecture/2024/ui3-connect/09g.png)
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.
![image 09s.png image](../images/architecture/2024/ui3-connect/09s.png)
Create lists with Easy File Manager
The Easy File Manager plugin from the marketplace lets you save reports created with the UI3. Add the plugin to the needed engine version.The function to connect EFM can be in different locations. This image shows the location in the Character for version in the first half of 2024:
- 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.
![image 10b.png image](../images/architecture/2024/ui3-connect/10b.png)
- 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.
![image 10c.png image](../images/architecture/2024/ui3-connect/10c.png)
Make a copy of the function library before you update your project to a newer version of the UI3 project. Then copy it back to save your changes.
You can't copy into a different engine version (5.3 to 5.4). You would need to migrate instead.
![image 10d.png image](../images/architecture/2024/ui3-connect/10d.png)
![](../images/general/top.png)