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		<summary type="html">&lt;p&gt;AI formatted version of manually created docx&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Poster Layouts =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Poster layout mods are used in the Automation poster creator as pre-made designs for users to make car posters.&lt;br /&gt;
&lt;br /&gt;
== Automation poster screen ==&lt;br /&gt;
To make a poster layout for Automation you need 2 parts:&lt;br /&gt;
* Poster user widget&lt;br /&gt;
* Made in Unreal engine.&lt;br /&gt;
* Preview file&lt;br /&gt;
* Made in Unreal engine.&lt;br /&gt;
&lt;br /&gt;
=== Recommended Knowledge ===&lt;br /&gt;
* Making blueprints in Unreal&lt;br /&gt;
&lt;br /&gt;
== Creating your poster layout ==&lt;br /&gt;
The poster layout is a CarStatLayout widget. The widget contains PosterSlots which are used by the player to adjust settings. &lt;br /&gt;
&lt;br /&gt;
An example poster layout can be found in the ExampleCarPoster folder.&lt;br /&gt;
&lt;br /&gt;
=== Make a new blueprint ===&lt;br /&gt;
# Right-click in the content browser select Blueprint Class.&lt;br /&gt;
# In the search field enter CarStatLayout and select it from the list.&lt;br /&gt;
# Click the Select button to create a new blueprint.&lt;br /&gt;
&lt;br /&gt;
=== Create the layout ===&lt;br /&gt;
The poster layout is built using widgets from the Palette panel. The layout is designed hierarchically by placing poster widgets inside panel widgets. You can use the pre-made widgets in your poster layout or create your own widget blueprints to customize your layout further.&lt;br /&gt;
&lt;br /&gt;
== Poster designer ==&lt;br /&gt;
To make your widgets accessible to be edited in Automation you need to assign them a slot:&lt;br /&gt;
* In the Details panel navigate to the Poster Slot section.&lt;br /&gt;
* Click the button &amp;gt; Generate to generate a Slot UID.&lt;br /&gt;
* In the Name field enter a name for the poster slot.&lt;br /&gt;
&lt;br /&gt;
== Pre-made widgets ==&lt;br /&gt;
The Automation SDK features several pre-made widgets for you to use in your poster layout:&lt;br /&gt;
* PS Car Image UW &lt;br /&gt;
  * Displays an image of the car. You can adjust the default parameters in the Photo Info section.&lt;br /&gt;
* PS Background UW &lt;br /&gt;
  * Allows the player to display their own image from a jpg or png file. The default is the Automation background image.&lt;br /&gt;
* PS Creator Name UW &lt;br /&gt;
  * Displays in the format “Creator: [input]”. The input can be set in by the user in the poster widget.&lt;br /&gt;
* PS Car Stat Socials UW &lt;br /&gt;
  * Displays the car statistics.&lt;br /&gt;
* Poster Custom Car Name Stacked UW&lt;br /&gt;
  * Displays the car name in the format “Model - Trim”.&lt;br /&gt;
* Poster Engine Name UW&lt;br /&gt;
  * Displays the engine name in the format “Engine – Trim”.&lt;br /&gt;
* Poster Engine Power Torque Graph UW &lt;br /&gt;
  * Displays the power-torque graph of the engine.&lt;br /&gt;
* Poster Engine Stats UW&lt;br /&gt;
  * Displays the engine statistics.&lt;br /&gt;
* Poster Engine Thumbnail UW &lt;br /&gt;
  * Displays a picture of engine.&lt;br /&gt;
* Poster Slot Car Performance UW &lt;br /&gt;
  * Displays the car performance statistics.&lt;br /&gt;
* Poster Company Car Name UW &lt;br /&gt;
  * Displays the car name in the format “Model - Trim”.&lt;br /&gt;
&lt;br /&gt;
== Creating a custom poster stat widget ==&lt;br /&gt;
You can create your own poster stat widget to customize what car data is displayed.&lt;br /&gt;
&lt;br /&gt;
=== To make a poster stat widget: ===&lt;br /&gt;
# Right-click in the content browser select Blueprint Class.&lt;br /&gt;
# In the search field enter PS_Data_UW and select it from the list.&lt;br /&gt;
# Click the Select button to create a new blueprint.&lt;br /&gt;
# In the My Blueprints panel create a new function. This function will be used to access car data from Automation and create the custom slots on the poster layout. &lt;br /&gt;
  * Note: See the PS_ExamplePoster_Stats widget for examples of how to script the functions. You can use multiple functions in your widget.&lt;br /&gt;
# In the My Blueprints panel create an override and select the LoadCustomStats function.&lt;br /&gt;
# Open the Override_LoadCustomStats function.&lt;br /&gt;
# Wire your functions.&lt;br /&gt;
&lt;br /&gt;
* On the Event Graph add the Pre Construction event if it isn’t already present.&lt;br /&gt;
* Add the Clear Children function. Set the target to Stats Panel.&lt;br /&gt;
* Add the Override_LoadCustomStats function.&lt;br /&gt;
&lt;br /&gt;
== Create the preview file ==&lt;br /&gt;
# Right-click in the Content Browser select Camso &amp;gt; Car Stat Layout.&lt;br /&gt;
# Enter the name for your trim widget.&lt;br /&gt;
# Open the preview file.&lt;br /&gt;
# In the Poster section select your user widget from the Widget layout dropdown menu.&lt;br /&gt;
# In the UID section:&lt;br /&gt;
  * Click the button &amp;gt; Generate to generate a GUID.&lt;br /&gt;
  * Click the button &amp;gt; Generate to generate a Family GUID. &lt;br /&gt;
  * In the Name field enter the name for your poster layout.&lt;br /&gt;
# Save the preview file.&lt;br /&gt;
&lt;br /&gt;
== Poster layout preview file ==&lt;br /&gt;
&lt;br /&gt;
== Cook the mod ==&lt;br /&gt;
Your mod needs to be cooked before it can be used in Automation. To cook your mod follow these steps:&lt;br /&gt;
# In the menu bar select Mods &amp;gt; Share Mod.&lt;br /&gt;
# Select your mod from the list.&lt;br /&gt;
# Select or create an empty folder for the project. The folder directory path must not have any spaces.&lt;br /&gt;
  * Warning: Any files in the selected folder will be deleted when the mod is cooked.&lt;br /&gt;
&lt;br /&gt;
== Test the mod ==&lt;br /&gt;
You can test your cooked mod without uploading it to the Steam Workshop: &lt;br /&gt;
# Copy the &amp;lt;MOD_NAME&amp;gt; folder from &amp;lt;SDK_FOLDER&amp;gt;\&amp;lt;MOD_PATH_FOLDER&amp;gt;\WindowsNoEditor\AutomationGame\Mods\ to &amp;lt;STEAM_INSTALL_FOLDER&amp;gt;\steamapps\common\Automation\UE427\AutomationGame\Mods\. If the Mods folder doesn’t exist create it.&lt;br /&gt;
# Start Automation. Your trim widget should be available in-game.&lt;br /&gt;
&lt;br /&gt;
== Upload the mod to the Steam Workshop ==&lt;br /&gt;
# Open the Automation Steam Workshop Publishing Tool.&lt;br /&gt;
# Select New item.&lt;br /&gt;
# Content Path is the directory where your mod is. To choose your content path click Pick Path. In the file window that appears select the folder with your cooked mod.&lt;br /&gt;
# In the Content Title field enter the name for your mod.&lt;br /&gt;
# In the Content Description field enter a description for your mod.&lt;br /&gt;
  * Note: The content title and description will be used on the Steam Workshop. These can be edited on the Steam Workshop page for the mod.&lt;br /&gt;
# To choose a preview image click Pick Path. In the file window that appears select the image you want to use.&lt;br /&gt;
# In the Mod Type box select Poster. &lt;br /&gt;
# In the Visibility dropdown select the privacy setting for your mod on the Steam Workshop.&lt;br /&gt;
# Click Submit. Your mod will upload to the Steam Workshop and a browser window will open to its Steam Workshop page.&lt;/div&gt;</summary>
		<author><name>Isaac</name></author>
	</entry>
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