Edddison Plugin For Unreal Engine Tutorial

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edddison plugin for Unreal Engine Tutorial For edddison general use tutorials visit: https://www.edddison.com/downloads-tutorials/ Contact: inbox@edddison.com Version 1.9

Two ways (A), (B) to install the edddison plugin in Unreal Engine ( since 4.15): (A) Install the EdddisonPlugin for a specific Unreal Project: 1. If the project is not a C project yet, then open it in Unreal editor, add a C ‘None’ parent class to it and let Unreal compile the code. 2. Close Unreal editor. 3. Unzip the EdddisonPlugin package into your project’s ‘Plugins’ folder. 4. Start Unreal project. 5. Let Unreal recompile the EdddisonPlugin if prompted. 6. Active Edddison Plugin. Page 2 of 15 edddison Tutorial www.edddison.com (B) Install the EdddisonPlugin for every Unreal Project: 1. Close Unreal Engine. 2. Unzip the EdddisonPlugin package into your Unreal Engine ‘Plugins’ folder. 3. Start Unreal Engine. 4. Activate Edddison Plugin.

edddison plugin user interface: edddison Tutorial www.edddison.com Close edddison You can reopen it again anytime. Synchronize all with edddison If some of the objects properties have changed you can synchronize it with edddison again. Check the objects in edddison editor too. The linkage may have been reset. Start edddison edddison start automatically. If you have closed it, you can restart it here. Clear configuration In edddison editor all links get reset. Autostart with editor Start edddison when Unreal editor starts. Autostart with game Start edddison when Unreal game starts. Add an item to edddison. Create and link the object in edddison editor. Update entire bounding box If entire scene size has changed you can update it’s new size to edddison. Remove an item from edddison. Remove the object in edddison editor too, if you do not need it any more. Page 3 of 15

Configure Unreal Engine to interaction with edddison in real-time (important): In Unreal Engine ‘Editor Preferences’ uncheck ‘Performance Use Less CPU when in Background’ (since 4.17) or ‘Miscellaneous Performance Use Less CPU when in Background’. If you do not uncheck this, a fluent camera control with edddison in editor mode is blocked by Unreal Engine. This settings does not affect the game mode. To interact with the edddison camera in an Unreal editor viewport you have to check ‘Realtime’ Page 4 of 15 edddison Tutorial www.edddison.com

edddison Tutorial Add a bounding box (mandatory): 1. Use and place a Cube Static Mesh Actor to define Bounding box borders. 2. Define its size and orientation 3. (Optional) Disable collision by setting to NoCollision 4. (Optional) Set invisible by unchecking Visible 5. Add it to the edddison plugin. Select the actor and click on the plus icon in the “Bounding boxes” section. Page 5 of 15 www.edddison.com

Position a bounding box: edddison Tutorial edddison calculates the camera position form active bounding box. You can position and rotate the bounding box as you like. www.edddison.com To form your bounding box to fit as best with the edddison playground rectangle: 1. Switch to local (object) space in your viewport. 2. The green arrow always points in the horizontal dimension of the edddison playground. Make this the longer side of your bounding box ground plane. 3. The red arrow always points in the vertical dimension of the edddison playground. Make this the shorter side of your bounding box ground plane. edddison playground Page 6 of 15

edddison Tutorial Get the floor plan image from your scene: www.edddison.com 1. Switch to local (object) space (see Position a bounding box) 2. Use Top view, select the bounding box, make it visible and focus on it. 3. Set all things invisible which stay in your view on the bounding box. 4. Open the High resolution screenshot tool. 5. Span the capture rectangle exactly on the cube. 7. Set the bounding box invisible. 8. Activate Game View (press ‘G’ key) to hide gizmos. 9. Make the screenshot 10. Add the screenshot to your bounding box in edddison editor. Page 7 of 15

edddison Tutorial Add a camera (mandatory): 1. Use and place a camera CameraActor to define the camera for edddison. 2. Select the actor and click on the plus icon in the ‘Cameras’ section. Page 8 of 15 www.edddison.com

edddison Tutorial Set initial camera position (optional): edddison sets the cameras position right after activating the edddison camera. To define the cameras position before edddison is active use a Player Start. Without it, the camera starts at world origin (0,0,0). www.edddison.com 1. Add a Player Start at the intended position in scene. 2. Set the GameMode edddison Base as GameMode of your project. The GameMode asset is in the EdddisonPlugin Content Examples folder of the EdddisonPlugin. Page 9 of 15

Control and use a Virtual Reality HMD with edddison (optional): With edddison you can walk through the scene in VR without adding complex modifications for VR navigation. You can move the camera while another person watches through a VR device (HMD). If the VR device supports head tracking (position, orientation), the VR user can control the view additionally. Setup for VR device: 1. Use the same camera as added to the edddison plugin. No special VR camera is necessary. 2. Uncheck the camera setting Use Pawn Control Rotation. 3. Check the camera setting Lock to Hmd. Blueprints to enable/disable stereo view (optional): Create this blueprint for the camera (CameraActor) to switch stereo mode online. Press ‘n’ key to enable stereo Press ‘m’ key to disable stereo Page 10 of 15 edddison Tutorial www.edddison.com

edddison Tutorial Add an object: www.edddison.com 1. Use and place an actor as an object with edddison. 2. Select the actor and add it to edddison with the plus button in the ‘Objects’ section. Page 11 of 15

edddison Tutorial Control edddison start and stop: www.edddison.com Use Autostart options: Let edddison start with the Unreal editor or the Unreal game. Use Blueprint functions: To start edddison in a game manually: 1) Uncheck Autostart with game 2) Use the edddison Blueprint functions. Note: The autostart options override the Blueprint functions. How it works: Have a look into the UI edddison Mouse Input widget Page 12 of 15

edddison Tutorial Edddison Example Content: www.edddison.com The edddison plugin comes with some example content. It demonstrates some edddison features which may be useful to create your project. Have a look at the assets in the EdddisonPlugin Content Examples folder. If it is not shown, check if the View Option Show Plugin Content is checked. Use a mouse input to start/stop edddison manually: You can display two buttons in the viewport to start and stop edddison in your game. 1) Place the BP edddison Mouse Input Pawn into your scene. 2) Set the GameMode edddison Mouse Input as your GameMode. The widget is in UI edddison Mouse Input. Page 13 of 15

edddison Tutorial Work with edddison in Unreal editor view: www.edddison.com To see and use the edddison interaction in the Unreal editor view, you have to switch to the view of the edddison camera. 1. Select the camera you have add to edddison. 2. Click on the view selector button and select it form list. 3. Move the camera with edddison. 4. Move the objects with edddison. 5. Switch the bounding box with edddison. Page 14 of 15

edddison Tutorial Work with edddison in Unreal game: Package the game: To package a game and use it with the edddison plugin no further actions are required. 1. Just package the game as usual. 2. Export the edddison configuration (*.edddison) and ship it with the game files, if you want to use the game with edddison on another computer. www.edddison.com Gameplay: 1. If you use the game on another computer, you may have to install edddison first and add the edddison license if prompted later. 2. Start the game. It launches edddison automatically. 3. Import and load the edddison configuration (*.edddison). 4. Work with edddison. 5. Closing the game, closes edddison too. Page 15 of 15

Two ways (A), (B) to install the edddison plugin in Unreal Engine ( since 4.15): (A) Install the EdddisonPlugin for a specific Unreal Project: 1. If the project is not a C project yet, then open it in Unreal editor, add a C 'None' parent class to it and let Unreal compile the code. 2. Close Unreal editor. 3.

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