Table Of Content: Arch Viz UI3 Documentation

Table of Content
Table Of Content
../images/architecture/2023/ui32/thumbs/01.jpg
UI3 Overview
../images/architecture/2021/ui3-start/thumbs/02.jpg
UI3 Get Started
../images/architecture/2023/ui3_data/thumbs/02.jpg
UI3 Data Entry
../images/architecture/2023/ui3_settings/thumbs/13.jpg
UI3 Scene 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 + TIPS
../images/architecture/2023/ui3_faq/thumbs/01.jpg
UI3 Bugs
../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:

Connect Blueprints to the UI3

Send the Variation ID to another Blueprint

Setting Up The Other Blueprint

Interactive Door Blueprint

Modular Kitchen Builder

Light Switch Example

Video Tutorial for UDS and EFM

Using the Ultra Dynamic Sky

Create lists with Easy File Manager

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:

  1. Click on the Class Settings in the top menu row next to the blue marked Class Defaults
  2. Click on Add in the Implemented Interfaces section in the Details panel. Select the blueprint interface BPI_UI3_Interaction.
  3. 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
This will open the blueprint interface editor. There is not much to see in that interface.
  1. Click on the folder icon to navigate to its location in the Content Browser
  2. 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

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

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.

  1. If the Call Interface variable is set to ON
  2. All actors that have the BPI_UI3_Interaction blueprint interface are collected from the scene.
  3. For Each of those actors...
  4. ... the function Change to Variation ID is called and the Variation ID and the Tag are sent

image

Setting Up The Other Blueprint

The other blueprint needs to react to the interface function call. This is what the fan blueprint does:
  1. The function Change Variation to ID is executed
  2. Is the Tag named Fan? If True, this interface call is for this blueprint. Execute the nodes.
  3. A value is selected depending on the value of Change to ID
  4. The Rotation Rate variable is set to the selected value
  5. The Event Tick rotates the fan constantly by a set amount. The new Rotation Rate value will make the rotation faster or slower.

image
The Interface functions can be found in the My Blueprint panel on the left side of the blueprint editor. They are in the section Interfaces.

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

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.

Interactive Doors Documentation

image

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

Modular Kitchen Builder Swap Actor Documentation

image

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.

Read more

image

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

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.

imageimage

Get Sun Sky [Function]

image

Set Sun Sky [Function]

image

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.

Easy File Manager EFM

image
The function Save List does not exist in versions before 2024 of the UI. Instead
  • 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
This is the version June 2024 where the function is in the BFL_Customization function library.

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
Top of page