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The Android Development Reference pages contain a high-level explanation of the various software components and system settings you will need to make sure you have installed and setup on the computer you are using to develop your Unreal Engine (UE) Android project.
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For information on the required SDK components and compatible hardware for the current version of Unreal Engine, refer to the Android Development Requirements page.
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Unless you installed CodeWorks for Android 1R7u1 from the provided UE installer, you will need to verify that some environment variables are set properly.
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Once you have completed the installation (either by setting environment variables in the System Control Panel or by installing CodeWorks for Android 1R7u1), you will need to restart both the Editor and Launcher applications. This is due to how Windows applications store environment variables and then pass the old versions along to applications they start.
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If you continue seeing the message about the Android SDK not being installed properly, it is recommended that you reboot your computer. Here are the variables that we depend on, and where they should point:
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Unless you installed CodeWorks for Android 1R7u1, you will need to verify that some environment variables are set properly. Once you have completed the installation (either by editing your .bash_profile file or by installing CodeWorks for Android 1R7u1), you will need to restart both the Editor and Launcher applications.
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To set an environment variable you need to edit the .bash_profile file in your home directory. The file is hidden in Finder, so you'll need to use Terminal to open it for editing. If you're not familiar with Unix terminal commands please do the following.
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Copy the following lines to the file (replacing paths to point to where you installed SDK and tools) and save it: Here are the name of the variables that we depend on and where they should point to.
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If you do not see your device listed in the Launch menu, here are some things to try: If your device shows up in the Launch menu but gets stuck deploying to the device, it is most likely because the device is not authorized for your PC to talk to it. If you click on the Show Log line in the progress bar, you may see that the last line indicates that it is calling adb uninstall.
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If you do not see your device listed in the Launch menu, here are some things to try: If your device shows up in the Launch menu but gets stuck deploying to the device, it is most likely because the device is not authorized to interact with your Mac. If you click on the Show Log line in the progress bar and see that the last line indicates that it is calling adb uninstall, try the following.
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Not all Android devices are made the same. In particular, there are 4 different kinds of rendering hardware. They each support different formats of compressed textures.
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When you deploy or package your game for Android, the data will be converted to a format usable by an Android device (we call this process "cooking"). Because different devices support different compressed formats, you have a choice of what format you want to be cooked. In the Launch or Package submenu, you will see Android followed by the possible formats.
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The first one (Android) actually takes all formats and puts them into the cooked packages. This will take longer, and will make larger packages, but will guarantee the minimal memory usage by choosing the best format at runtime. It will work on any device (as will Android (ETC1)).
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Unreal Engine version 4.8 and later will now support the use of ES31 and AEP rendering on Tegra K1 devices. Please note that due to the limited number of devices that currently support ES31 and AEP rendering, very little performance and compatibility testing has been completed at this time. If you are developing a project that is aimed at using one of these devices, it is highly recommended that you perform extensive performance and compatibility testing to ensure that the device delivers your project in the manner you intended.
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Supported by all Android based devices but cannot compress alpha textures (they are stored uncompressed). Recommend using an RGB and a separate alpha texture if need alpha to get better compression.
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Supported by all OpenGL 3.x class devices and supports alpha compression. Supported by Qualcomm Adreno GPUs and supports alpha compression. Supported by Nvidia Tegra GPUs and supports alpha compression.
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supported by PowerVR GPUs and supports alpha compression. Latest Texture compression format allowing more quality control by specifying block size and supports alpha compression. Available on some devices at this point and will be required for Vulkan Level 1.
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You most likely will want to choose an optimal format for your device. If you know the type of GPU in your device, you can look at the table above to choose a format. However, if you do not know, then you can chooseAndroidorAndroid (ETC1). When you run the game, if you tap the screen with 4 fingers at once, a dialog will pop up. This dialog is usually used to enter a console command (likestat fps), but it will also display the formats that your device supports. Once you have that list, you can use that to choose an ideal type when deploying/packaging. If you choose a format that your device does not support, it will fail to load.
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With the Apply a Percentage of Rotation Animation Blueprint node, you can apply a Source Bone's rotation motion to a Target Bone. Here, the robot's antena are matching the X-axis rotation its head.
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The Apply a Percentage of Rotation node operates within Component Space, so a space conversion will need to occur to implement the node within your character's Animation Blueprint.
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With the Alpha property or pin, you can control the degree of the applied rotation on the generated output pose. A value of 1 will fully use the generated output pose, while a value of 0 will output the source pose.
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The Multiplier property or pin allows you to multiply the degree of the rotation beyond the Source Bones rotation. A Multiplyer value of 0 will not apply any rotation to the Target Bone.
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In the Apply a Percentage of Rotation node's Details panel you can select a Source Bone, to copy the rotational movement from, as well as a Target Bone in which to apply the copied rotation motion.
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See the Property Reference table for more information about the Apply a Percentage of Rotation node's properties. Multiple Axis rotation can be used by stacking addition Apply a Percentage of Rotation nodes together, and assigning unique axis of rotation to each.
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When stacking Apply a Percentage of Rotation nodes, ensure the Is Additive property is enabled in the Details panel for any additive or stacked nodes applying rotation to the same bone. This property is also important to enable when using the Apply a Percentage of Rotation node in conjunction with any other animation or node making adjustments to the same bone.
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Here you can reference a list of the Apply a Percentage of Rotation node's properties. Set a multiplier to apply to the rotation motion from the Source Bone as it is applied to the Target Bone. A value of 1 will copy the rotation motion exactly.
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Select a bone from the character's Skeleton in which to apply the rotation from the Source Bone. Any child bones of the Target Bone will also be moved relevant to the parent bone motion.
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Select a bone in which to copy the rotational motion from, on the axis defined in the Rotation Axis to Refer property. This rotation motion will then be applied to the Target Bone.
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Set a multiplier to apply to the rotation motion from the Source Bone as it is applied to the Target Bone. A value of 1 will copy the rotation motion exactly.
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Here you can select which axis of rotation motion will be copied from the Source Bone, and applied to the Target Bone. Enable this property to enable the rotation motion to be applied to the bone as additive. Disabling this property will overwrite any previous motion on the Target Bone.
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By default this property is accessible in theAnimGraphon the selected node. With the Spline IK Animation Blueprint node, you can define a chain of bones within a character's skeleton, as a spline.
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After selecting the chain of bones as a spline the Spline IK node will create Control Points along the spline based on the parameters you set in the nodes Details panel.
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You can manually manipulate these Control Points to set locations for the spline to react to during animation playback. You can also drive these control points with dynamic values with internal functions or as pins in the AnimGraph. In addition, you can drive several Spline IK node properties, such as twist, roll, and stretch, using dynamic values in the same manner.
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You can use the Spline IK node to create more realisting motion for tails or other malleable character structures that can be influenced by dynamic variables like velocity and movement direction.
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Here you can reference a list of the Spline IK node's properties. Select a bone from the character's skeleton to begin the chain of bones that will comprise the spline.
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Select a bone from the character's skeleton to end the chain of bones that will comprise the spline. Select the Axis of motion (X, Y, or Z) the control points along the spline will move along.
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Enable this property to automatically calculate the number of Control Points based on the number of bones between the Start Bone and the End Bone. When Auto Calculate Spline is disabled you can specify how many Control Points will be added along the spline between the Start Bone and the End Bone.
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Here you can apply transforms to each of the Control Points along the spline. By default, these transforms can be applied manually in the viewport or with the transform properties under each array element for each control point. These properties can also be adjusted dynamically by exposing the Control Points as pins in the AnimGraph, or by using internal functions.
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Set a degree of rotation of the Control Points between the Start Bone and the End Bone applied on top of the other motion along the direction of the spline. A value of 0 will disable an additional roll, positive values will roll the middle Control Points positively along the Bone Axis and negative values will roll the middle Control Points negatively along the Bone Axis.
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Set a degree of twist the first Control Point (Control Point 0) applied on top of the other motion along the direction of the spline. A value of 0 will disable twist, positive values will twist the start Control Point positively along the Bone Axis and negative values will twist the start Control Point negatively along the Bone Axis.
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Set a value of the twist on the last Control Point (highest numerical Control Point X) applied on top of the other motion along the direction of the spline. A value of 0 will disable twist, positive values will twist the end Control Point positively along the Bone Axis and negative values will twist the end Control Point negatively along the Bone Axis.
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Blend Time: Set the time, in seconds, to blend between twist poses. Blend Option: Select the type of blending used to blend between twist poses. Custom Curve: Here you can set a curve to drive the blending between twist poses.
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Set the maximum stretch allowed when fitting bones to the spline. A value of 0.0 will disable stretch of the structure along the length of the spine. A value of 1.0 will enable the structure to fully stretch to the length of the spline.
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Set the distance offset along the spline from the Start Bone from which bones are constrained. A value of 0 will not offset the structure, higher values will offset the structure twords the End Bone.
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Select the properties of twist applied to theTwist StartandTwist End. Lyra's character animations were created almost entirely in Blueprints using Unreal Engine 5's improvements to the Animation Blueprint system. The system setup is inspired by both Paragon and Fortnite, which achieve similar results through the use of custom C++ functionality.
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The AnimBP_Mannequin_Base Animation Blueprint contains the AnimGraph window, which you can use to observe the architecture of Animation Nodes that contribute to the final output pose of the Character Mannequin. You can navigate to this Animation Blueprint by clicking on the Content Drawer > Characters > Heroes > Mannequin > Animations > AnimBP_Mannequin_Base.
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The Mannequin Base Animation Blueprint's AnimGraph and Blueprint Thread Safe Update Animation function. The AnimBP_Mannequin_Base is set up to support common techniques that are used across the Lyra game's Sample Weapons and Gameplay Abilities.
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When developing animations for your character classes, there are some practices to be aware of to ensure your animations are running at optimal performance. In Lyra, we use Multi Threaded Animation to calculate animation values instead of the Event Graph .
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The Animation Fast Path helps you keep processes that calculate values outside of the Game Thread. You can enable this from the editor by navigating to Edit > Project Settings > Engine > General Settings > Anim Blueprints, then enabling Allow Multi Threaded Animation Update.
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You can view the function responsible for gathering the animation data and processing these calculations by opening the Class Defaults of the AnimBP_Mannequin_Base, then navigating to the My Blueprint > Functions category and clicking the BlueprintThreadSafeUpdateAnimation function.
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When using Thread Safe functions you can not access data directly from game objects as you could in the Event Graph. For example, if you were attempting to copy the Gameplay float value for the Character's speed it would not be considered thread-safe, therefore we recommend the use of Property Access to accommodate these instances.
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In Lyra, the state-specific logic is created by using Anim Node Functions. This has the benefit of keeping the Animation logic organized. If you need to calculate a value while the character is in the Idle Animation, then you can put that logic into the Idle state. To see an example follow the steps below:
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Navigate to the AnimBP_Mannequin_Base > Anim Graph and double-click the LocomotionSM State Machine to open a window that displays the Locomotion states.
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The Locomotion State Machine includes State Aliases to transition between different Animation states. You can double-click the Idle state and select the Output Animation Pose node, then under Functions in the Details panel, you can see the Anim Node Functions that provide a setup for the initial values of our nodes.
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In our example image, we opened the Idle state machine to view the Anim Node functions used in its Output Animation Pose. Navigate to My Blueprint > Functions > State Node Functions and double-click the UpdateIdleState function to view the logic used to calculate the final output pose of the Idle State locomotion node.
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In previous Engine versions, Legacy state machine events are fired after the animation update. As your projects begin to grow in size, you may have multiple animation states that your characters need to transition to. This can result in a State Machine with multiple transitional lines that can make it difficult to view in the Graph. State Aliases are used to simplify the transition logic while providing control over each individual transition between states. In Lyra, you can view an example of a State Alias being used by navigating to the AnimBP_Mannequin_Base > Anim Graph > LocomotionSM graph, then select the JumpSources state node.
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The Locomotion State Machine graph with the Jump Sources node highlighted to observe the State Aliases available. In the Details panel, you can view the Locomotion States which can directly transition to the Jump state.
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When a Lyra Character is Idle, and the Player uses the Jump action, then the Lyra Character will enter into a jumping state. Eventually, they will transition into a falling state and then will either enter back into a cycle or idle state.
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BlendNodes are used to blend animations together. Most of the locomotion animations used in Lyra are full body, meaning that the animation is playing on the entire skeleton (like the jog_fwd animation), then they are combined with a variety of upper body actions that the player can use at any time (such as weapon fire or reload animations).
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This is achieved through using the Layered blend per bone node, which you can view by opening the AnimBP_Mannequin_Base > AnimGraph, then navigating to the comment Upperbody/lowerbody split.
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When you select the Layered blend per bone node, you can view the Details panel which includes Blend Masks that provide explicit control over the weight of individual bones involved with a blend.
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The Animation Blueprint Linking system enables dynamic switching between different sub-sections on the Animation Graph. The main Animation Blueprint has multiple places where you can override the pose through Linked Layer Animation Blueprints. In Lyra, this means that depending on which weapon the player is holding, you can have different locomotion behavior, animation assets, or pose corrections. You can keep their functionality separate and allow multiple users to work on the animation simultaneously, or reduce dependencies between assets while still sharing the same core functionality.
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ALI_ItemAnimLayers is an Anim Layer Interface that specifies where you can override an animation in the Animation Blueprint. In Lyra, this is done for locomotion states in addition to layers for aiming and skeletal controls.
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The FullBody_Aiming animation layer, which is a part of the Item Anim Layers interface. ABP_ItemAnimLayersBase is the base Linked Layer Animation Blueprint that all of the weapons use. You can access this Blueprint from Content > Characters > Heroes > Mannequin > Animations > LinkedLayers.
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Inside of the ABP_ItemAnimLayersBase Animation Blueprint there is a custom function Get Main Anim BPThreadSafe, that is used to get a reference to the main Animation Blueprint (AnimBP_Mannequin_Base).
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The Get Main Anim BPThreadSafe function as it appears in the Item Anim Layers Base Animation Blueprint. This provides the use of Property Access to access all of its data and avoids having to re-calculate any values the linked layer may use like Acceleration or Velocity.
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In Lyra, Linked Anim Layers use Property Access along with Anim Node Functions to run logic when an animation updates (On Update) or becomes relevant (On Become Relevant).
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In the example below, we are choosing a directional start animation every time the animation becomes relevant. In Lyra, every weapon has a Child Animation Blueprint that inherits from the ABP_ItemAnimLayersBase. Animators can slot in animations and edit any variables per-weapon as seen in the image of the ABP_PistolAnimLayers Animation Blueprint shown below.
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Distance Matching adjusts the playrate of an animation in instances where it is difficult to match the motion between Animation assets and Gameplay, for example locomotion animation assets like starts, stops, and landing animations.
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Stride Warping is used to dynamically adjust the length of the character's stride in instances where the playrate adjustment will not, such as when the character enters into the Jog state.
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By combining both of these techniques, you can dynamically choose to favor one technique over the other. During start states, we begin with using Distance Matching to preserve the pose, then blend in by using Stride Warping as we approach the Jog state.
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Orientation Warping can be used with the root motion angle of a Character's movement and bend the lower body of a Character to match the angle. In Lyra, Strafe animations are created for four cardinal directions, because the player can move with 360 degrees of freedom, we use Orientation Warping to procedurally adjust their pose. This technique is used during starts because we have limited animation coverage.
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Turn in place animation selection is done from inside Lyra's base Linked Animation Blueprint's Idle state machine. Different animations that are based on the turn angle, and how long the player waits before triggering them can be customized in the per-weapon Anim Set section of the Child Anim Blueprints by navigating to the Class Defaults > Anim Set - Turn In Place > Turn In Place Transitions.
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In Lyra, the Character Actor is oriented to the Controller's yaw. To minimize foot sliding, a counter to the rotation is used by a Rotate Root Bone node and is offset by the Root Yaw Offset.
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This additional offset is used when passing the yaw values to the Aim Offset in the FullBody Aiming layer. Depending on what action the player is doing, we want to allow the Root Yaw Offset to change its mode to one of the following states from the table below.
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This is done with a Request Root Yaw Offset Mode function that each of the states can call when needed. When a character is idle and the offset mode is set to Accumulate, then we want to apply the animation's root rotation to the Root Yaw Offset. This information is baked into curves using the Turn Yaw Anim Modifier, and it requires the source animation to have Root Motion enabled.
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Lyra uses the Gameplay Ability System for most of the player's actions. You can respond to these events in the Animation Blueprint by using Gameplay Tag Bindings. You can navigate to the Gameplay Tags inside the AnimBP_Mannequin_Base Blueprint from the Class Defaults > Details > Gameplay Tags > Gameplay Tag Property Map.
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Montages have been updated to support Blend Profiles and Inertialization. Enabling Both simultaneously is currently not supported in 5.0. Additional Animation Notify information has been exposed to State Machine transitions. In Lyra, we use this to control precise timing on when we can transition out of specific states.
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By using the Pose Watch Manager, you can add pose watches to specific points on the graph to inspect the runtime poses and quickly navigate to them. You can navigate to Window > Pose Watch Manager to open the Pose Watch Manager.
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Using Anim Node Functions for animation selection Called before the node is updated for the first time. During idles, Accumulate will completely counter the Actor's rotation.
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During starts, Hold will preserve whichever original offset this animation started with When going into a jog cycle, Blend Out will smoothly blend it, and follow the default "orient to controller" behavior.
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For debugging, you can use theRewind Debugger, in addition to the tips and tricks located on theAnimation Productivity Tips And Trickspage. Adding Your Own Content to the Collab Viewer
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The Collab Viewer Template comes with some pre-set content so that you can get started with it right away—see the Quick Start for step-by-step instructions. However, once you're familiar with the collaborative review experience, you'll want to get your own content working inside that experience.
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This page describes how to do some of the most common related tasks: The Collab Viewer template comes with some pre-set content so that you can get started with it right away, but you'll want to swap in your own models so that you can experience them in the same collaborative viewing experience.
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The most important thing to keep in mind about this process is that players can only walk and teleport to surfaces that have collision meshes and Nav Meshes. You'll need to make sure that each floor or surface that you want people to be able to explore has a collision volume and Nav Mesh associated with it.
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Getting your own content to work inside the default Level in the Collab Viewer Template involves the following conceptual steps: See also Setting up Collisions with Static Meshes, or Setting up Collisions with Static Meshes in Blueprint and Python if you want to automate the collision setup.
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As an alternative, you can use Blocking Volumes to add invisible box-shaped collision volumes into the Level. This is a simple way to get collisions working in your Level without the need to modify your Static Meshes. However, since these volumes aren't attached to your Static Meshes, you may need to move them by hand if you move the geometry in your Level around.
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When a new person joins the session, they start at the position of a randomly selected Player Start Actor. You should have at least one Player Start Actor in your Level, wherever it makes sense for new people to begin. You'll probably want to place the Actors just above a walkable surface, so that if a player switches to Walk mode they won't fall through the surface.
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It's a good idea to add a few of these Actors around the same location, so that new people are less likely to overlap the exact location of other players when they join the session.
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If you've followed all the steps above, you should be able to get multiple users connected to a single design review session, with everyone seeing the custom content you added to the Level.
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You can influence the behavior of the Transform and Xray interactions at runtime by the way you set up your content. The Mobility setting of each Actor determines whether or not you can use the Transform interaction to move that object at runtime. If you want to be able to move the object at runtime, set its Mobility to Movable. If you want to be able to highlight and select the object, but not to be able to move it around in space, set its Mobility to Static.
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The hierarchy of parent and child Actors that you see in the Outliner affects both the Transform and Xray interactions. When you use the Transform interaction to move an object at runtime, all of that object's children move along with the parent automatically, maintaining their current offset from the parent.
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For example, in this case all the parts of the transmission are parented to Building_Parent: the large flat foundation Actor. Therefore, at runtime, moving the foundation Actor also moves its child Actors. However, you can still move each child Actor on its own. The next time you move the parent, the children keep their new offsets.
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Resetting a child Actor to its original position resets it to its original offset from the parent Actor, not its original position and rotation in world space. Resetting a parent Actor to its original position moves all of its children so that they keep their current offset from the parent.
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When you use the Xray Isolate interaction mode, and you select an object in the scene, all other objects that are in the same hierarchy as the selected object are automatically hidden.
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For example, in the case of the default scene content, all the objects that make up the main building are under a single top-level parent in the hierarchy. Therefore, when you use Xray Isolate to select any part of the building, all other parts of the building are hidden—that is, all Actors that are parented under the same top-level Building_Parent item.
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The trees and exterior terrain are unaffected, because they are not under the Building_Parent hierarchy. The Simulate Physics setting must be off for any Actor that you want to be able to interact with using either the Xray or Transform command. You'll find this in the Details panel under the Physics section.
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adamcodd_cleaned
documentation
unreal
The main menu of the Collab Viewer Template is set up to load the CollaborativeViewer_P Level when users complete the main menu. However, you may want to create a new Level to hold your content, and have the main menu start your own Level instead. If you choose to do this, you'll need to change the logic in the main menu so that it opens your Level when the user joins the session.
unreal
5.3
adamcodd_cleaned
documentation
unreal
To set the starting Level for the Collab Viewer: The next time you start your Project and complete the main menu, you will start inside the custom Level that you set up in the procedure above.
unreal
5.3
adamcodd_cleaned
documentation
unreal
This feature is considered experimental. Currently, it will only function for the single player application, and will be disabled on multiplayer. You can now load a Datasmith file at runtime. At the moment, it is limited to the .udatasmith file format.