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Getting Started

Getting Started

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First Steps
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UI & Interaction
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Interactable Components
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Styles
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Rendering
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PCG
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Creating an Experience

Styles

Welcome to the Styles documentation page, where we dive into setting up various clickable styles in Unreal using the Emperia 3D Kit.

Getting Started

ClickableStyles are used to define the style of a clickable element in your application. They provide visual enhancements and additional capabilities to the existing Emperia 3D Kit Clickable Interaction types. This documentation explains the three supported ClickableStyle types- ImageStyle, AnimatedImageStyle and AnimatedVideoStyle.

Creating a Clickable Style Model Data Asset

To create a Clickable Style Model Data Asset in Unreal Engine, follow these steps:

  1. Right-click in the Content Browser.
  2. Go to Miscellaneous -> Data Asset.
  3. Search for "ClickableStyleModel" and select the type.
  4. Click "Create" to create the asset.
  5. The ClickableStyleModel Data Asset contains various configurations based on the ClickableStyle type. By default, it is set to AnimatedVideoType, but you can change that using the ClickableType dropdown.
Creating style asset in Unreal
Creating style asset in Unreal

Defining Clickable Styles

Animated Video Style Configuration

The style of animated video configuration is used to specify the types of clickable transparent videos. This type of style has following options:

Video Source
This field takes a reference to a UMediaSource asset that defines the video source.
Renderer
Using this dropdown, you can set the default renderer for the video. It is set to "Auto" by default but can be changed to use "css3D" or "webGL".
Scale
This field defines the uniform scale of the video.
Capture
Toggle to enable or disable capture.
Distorted
Toggle to enable or disable distortion.
Defining animated video style in Unreal.
Defining animated video style in Unreal.
Clickable Animated video type component defined in the virtual experience.
Clickable Animated video type component defined in the virtual experience.
Clickable Animated video type component displayed in the virtual experience.
Clickable Animated video type component displayed in the virtual experience.

Animated Image Style Configuration

The style of animated image configuration is used to specify the types of clickable Sprite sheet animations. This type of style has following options:

Sprite Sheet
This field takes a reference to a Texture2D asset for the sprite sheet..
Speed
This field defines the frames per second (FPS) at which the sprite sheet is rendered
Alpha
This field defines the alpha value of the image.
Width of frame
This field defines how much width each frame occupies in the total image.
Height of frame
This field defines how much height each frame occupies in the total image.
Edge
Using this dropdown, you can define where the hotspot's start position is considered. It is set to "Center" by default but can be changed using the drop down.
Scale
This field defines the uniform scale of the video.
Capture
Toggle to enable or disable capture.
Distorted
Toggle to enable or disable distortion.
Defining animated image style in Unreal.
Defining animated image style in Unreal.
Clickable Animated Image type component defined in the virtual experience
Clickable Animated Image type component defined in the virtual experience
Clickable Animated Image type component displayed in the virtual experience
Clickable Animated Image type component displayed in the virtual experience

Image Style Configuration

The style of image configuration is used to specify the types of clickable images. This type of style has following options:

Image
This field takes a reference to a Texture2D asset for the Image.
Alpha
This field defines the alpha value of the image.
Edge
Using this drop down, you can define where the hotspot's start position is considered. It is set to "Center" by default but can be changed using the drop down.
Scale
This field defines the uniform scale of the video.
Capture
Toggle to enable or disable capture.
Distorted
Toggle to enable or disable distortion.
Defining image style in Unreal.
Defining image style in Unreal.
Clickable Image type component defined in the virtual experience
Clickable Image type component defined in the virtual experience
Clickable Image type component displayed in the virtual experience
Clickable Image type component displayed in the virtual experience

In Unreal, it's essential to configure the images with specific settings. The MipMap configuration should be set to "NoMipmaps," Compression should be set to "VectoreDisplacementRGBA8" / “UserInterface2DRGBA” and SRGB should be turned off. We configure the image in this manner to prevent any additional metadata from being added to the original Texture2D file.

To apply these settings to multiple textures simultaneously, you can utilize Scripted action features. To access this, simply select the textures to which you want to apply these changes, and then right click→ scripted actions→Set Emperia Texture Properties.

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Note: The URL part of the Data Asset is not editable. Once you change the reference to the Media Source, Sprite Sheet, or Image fields in the Data Asset, they are uploaded to the server, and the URLs are generated automatically.

Applying Styles To Clickable Element

Once you have defined a clickable style, the next step is to apply it to a clickable element. To do this, you should select the Interactable Component, set the type to clickable, and then choose the desired style from the clickable style dropdown menu for application.

Applying Clickable Style to IC element
Applying Clickable Style to IC element

Visualizing Styles In Unreal

We now have the capability to visually assess styles within Unreal Engine using the style visualizer feature, which is accessible alongside navigation and clickable items. To enable this feature, you need to activate the "HasStyleVisualizerEnabled" option.

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When you modify a clickable style asset, it is automatically updated. However, any changes made to previously assigned clickable styles cannot be instantly reflected. To address this, you can refresh or hide the Style Visualizer using the options provided in QSIC.

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Additionally, if you want to refresh or hide all styles in the scene simultaneously, you can utilize the "RefreshAllVisualStyles" and "RemoveAllVisualStyles" options found in the BPCapture tool.

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Help & Support

If you have questions, suggestions, or feature requests, please join the Official Emperia Discord channel!

You can find support here through private support tickets or general conversation. You will also have the opportunity to showcase your work and chat with like-minded individuals across industries using Creator Tools, Unreal Engine, those creating immersive experiences, and more!

If you prefer, you can also reach out to us via email.

← Previous Section: Interactable Components

Defining Clickable Styles →

On this page

  • Styles
  • Getting Started
  • Creating a Clickable Style Model Data Asset
  • Defining Clickable Styles
  • Animated Video Style Configuration
  • Animated Image Style Configuration
  • Image Style Configuration
  • Applying Styles To Clickable Element
  • Visualizing Styles In Unreal
  • Help & Support
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