ArchViz UI3 Documentation 2024-09

Table of Content
Table Of Content
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Quick Guide
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Video Guides
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Getting Started
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UI Settings
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Data Tables
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UI Layout
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Widget Panels
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F. w. Preview
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Designer
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Variation Actor
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Scene Settings
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Blueprints
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Gamemode
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VR projects
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Connect BP
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Cost Tracking
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Multi-Unit-Prj
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Google Data Sheets
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FAQ + TIPS
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Fix Known Bugs
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Version History

Multi-Unit Projects

The Multi-Unit Project Example can be found in

Content / ArchVizUI_V3 / MUP / Levels

The main level is UI3_MultiUnit_P

Content:

MUP Levels

Workflow

Overview Level - Unit Selection

Unit Marker

Unit Type Level

Unit Type Sub Levels

Editor Data Tables for Units

User Choices

Data Source Setup

MUP Levels

The project has an Overview level that contains the building shell. The user will select one of the units here.

It has 3 Unit Levels for the 3 types of units in the building. Each floor has 3 units of the same type:

  • Type L0 - Ground floor units, 1 Bedroom with Yard
  • Type L1 - Frist floor units, 2 Bedrooms
  • Type L2 - 2nd floor units, 1 Bedroom

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Overview Level

  • Data Source needs to be the same for all levels
  • User Management is set to Selected Data Source. The level will look up the current user when playing begins.
  • Save Slot ID is ignored by the overview level. The user can't make any changes to the building shell
  • Server Name (or ID) is where the overview level gets the User ID from. As defined in the Servers data source. It then gets the User Name from the Users data source.

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Unit Type Levels

  • Data Source needs to be the same as the Overview level
  • User Management is set to From MUP SaveSlot. The level will load the User ID and Unit ID from the MUP SaveSlot which was saved by the Overview Level.
  • Save Slot ID Has to be the same for all units if design choices should be shared between them.
  • Server Name and Unit ID are ignored because User Management is set to From MUP SaveSlot

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Workflow

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Overview Level - Unit Selection

The MUP project loads the overview level first.

Server ID and User Name will briefly appear at the bottom of the screen on the right.

The Data Source can be checked on the left

  • [DT] = Data Tables
  • [GS] = Google Sheets

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The Unit Picker lets the user select a unit in the building. The markers indicate how many bedrooms the unit has or if the unit is not available anymore.

The user can visit a unit from the widget or close the widget with the back button to select another unit.

User ID and selected Unit ID are saved locally and passed on to the unit type levels.

Changes can be made to the data source during play through. The updated Google Sheets data will be loaded whenever the overview or unit level is loaded.

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Unit Marker

The Unit Markers are BP_SDotUI3_ObjectInfo blueprints.
  • Info Type - Unit Info
  • Use Collision Box - True will add the yellow collision box. Scale the box to stick a bit out of the unit and be selectable.
  • Unit Row Name - The Unit ID from the data source
  • Billboard Positioned - Add billboards on each visible side of the unit. They will be updated from the data source

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Unit Type Level

The Building has 3 floors. Every floor has 3 units with the same layout. That makes it 3 Unit Types.

Unit L102 was selected to visit. Clicking the visit button tells the app to open Unit Type Level UI3_MUP_L1_P. The app saved the User Name and Unit ID to the MUP_SaveSlot.

This save slot is loaded by the unit level. The Unit Specs widget shows the details for unit L102.

The data table set in the Main Menu Data slot for all unit type levels is the same. So all units have the same UI layout

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Unit Type Sub Levels

The unit type levels share some sub levels and other levels are unique for each unit type.

Streaming Levels

  • Dynamic Lighting - this level is shared
  • UI3 ScenarioK1 - this level is shared and contains the kitchen cabinets
  • UI3 MUP_L1_Bldg - the building level is unique. It contains the building meshes, the build-in doors, and bathroom appliances

Levels with Transform

These 2 levels are shared.

All unit type levels are placed on the same world location in the editor. This allows sharing of the kitchen level and also makes the construction easier.

The surrounding levels are offset to create the illusion that they are in the correct location in the building.

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The offset is stored in the data table set in Editor Data Table Units.

The offset can only be applied to the surrounding levels while playing the walkthrough and visiting the level from the overview level.

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Editor Data Tables for Units

These two data tables are used for editor specific variables. They always contain that data and need to be set up when the Data Source is set to Google Sheets as well.

Editor Data Table Units

  • Offset and Rotation - defines the relative position of the unit in the building
  • Unit Specific Level - names an additional level only needed for that unit. The ground floor units have the building parts visible when walking to the outside.

Editor Data Table Unit Types

  • Unit Type Image - preview image in the unit picker
  • Level Name the main persitent level to be loaded when the visit button is clicked.

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User Choices

User Choices can be saved per user name in the 5 available save slots. Choices can be re-applied in another unit under these conditions:
  • The Save Set ID set in the Info Map of all levels is the same
  • A Designer is used. Designers use Tags to link objects
  • Features with Preview can be used if they use the same settings in the Info Map
Edit Mode does not work. The actors are linked directly and are not the same in another level.

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Data Source Setup

Local Data Tables

Follow the link below to set up local data tables as data source for multi unit projects.

Data Tables in UI3

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Google Sheets

Follow the link below to set up Google Sheets in the cloud for remote access and changes to the unit data.

Google Sheets Setup

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