Photoscenes

From Automation Game Wiki

Photoscene support was added 25th October 2017

There is an example photoscene mod included in the sdk. open it to see how it works. It is also available on the Steam Workshop as a mod.

Workflow

  1. create a mod
  2. create and design a level
  3. create and fill out a Photoscene Level Preview file.
    1. create Thumbnail(s)
  4. (Optional) Create a photoscene Widget for player-customization
  5. Share your mod

Create A New Blank Mod

  • Create a new Mod from the Blank Template
    UE4ModCreation 01.gif

  • fill out the wizard and press Create Mod
    UE4ModCreation 02.gif

Create a New Blank Level

Create a new blank level in your mod plugin folder. Name it whatever you'd like.

Open the level by double-clicking it.

Design your level

do whatever you want to make your level be what you want.

This is not anything particular to Automation, but UE4 in General. Watch some of Epic's tutorials on this: https://www.youtube.com/watch?v=cl_eoVfNDKU&list=PLZlv_N0_O1gak1_FoAJVrEGiLIploeF3F

Level Creation Guidelines

UE4ModCreation 24.gif
  • The cars in-game check collisiongeometry 6m above the car and 2m below it for placing on the ground. Make sure any roofing or props in this range dont have collision enabled, or you're going to have a bad time trying to move the car in the photoscene.
  • Search the content browser for A Car Locator.
    • These are the bookmarks for sub-level positions.
    • Place them wherever you want the car to be, and in the Details panel, give them a name.
    • This name will show up in the levels menu in the photoscene as one of the sub-level positions.
    • You can have as many as you want.
    • if none are present, the car will spawn at 0,0,0
  • Currently, Stationary Lights are broken for Automation. use either static or movable lighting in your scenes.

Adding Customization Options To Your Photoscene

Beginning with LCv4.2, Automation supports player-customizable options for individual photoscenes.

You can set up your photoscene to allow the player to change the colour of the lighting, the time of day, whether street lights are turned on, etc... the world is your oyster!

Creating a Photoscene Widget

From the Content Browser, add a Widget Blueprint to your mod folder.

Wiki Photoscene CreateWidgetBP.jpg

Open the Widget, and from the File menu, select Reparent Blueprint.

Wiki Photoscene ReparentWidgetBP01.jpg

In the menu that appears, find and select Photo Scene Widget Base.

Wiki Photoscene ReparentWidgetBP02.png

From the Hierarchy window, delete the Canvas Panel.

Wiki Photoscene DeleteCanvas.png

You are now free to design the buttons, sliders, and drop-down menus, etc... to your heart's content!

Quick Tips:

  • Add all your buttons and options under a parent Vertical Box
    • your widget will appear under the Level Settings menu in the Photoscene, and as such do not have much horizontal space to work with.
      Wiki Photoscene Tips01.gif
  • There are a few preset buttons and sliders you can use that will make your life easier, but feel free to design your own:
    • Slider_Photo_Manager
    • UW_DropDown_Photoscene
    • Photoscene_Checkbox_UW
    • UW_TextBox_Photoscene

Using The Slider_Photo_Manager

The Slider_Photo_Manager is a slider with a title text, plus and minus buttons, and a text box for the current value which can be set and overridden by the player.

It has a Value Changed event that is called whenever the player changes the value of the slider, and this event should be utilized for setting your Photoscene settings.

The Value Changed event returns a float value.

The Slider_Photo_Manager has a few settings of note:

  • Min Value:
    • Defines the minimum number that the slider can naturally reach.
    • Can be overridden using the text box by the player.
    • Default is 0.
  • Max Value:
    • Defines the maximum number that the slider can naturally reach.
    • Can be overridden using the text box by the player.
    • Default is 1.
  • Sig Figs:
    • Defines the number of significant figures that will be displayed in the text box.
    • Default is 3.
  • Step Count:
    • Defines the number of steps that are available in the slider.
    • Default is 100.
    • Useful when the slider range is massive, and you dont want the player to have to scrub through all values you may have available.
    • For instance: if your slider has a min range of 0, and a max of 500, it may take the player a long time to incriment the value with their scroll wheel or using the +/- buttons, so setting a step count of 10 will mean that the player only has to press '+' 10 times to get from 0 to 500.
  • Title Text:
    • The text to display next to the slider. Useful for telling the player what this slider does.
    • Default is empty/no text.
  • Display Whole Numbers Only:
    • Is a boolean, default is False.
    • When True, ignores the Sig Figs value only when the number of significant integers is less than the number of significant figures.
    • Will only display integer values, and ignores any fractional values the slider may have set.
    • For instance, if you have a slider with a min of 0, a max of 3, and 30 steps, it is possible for the player to get any single-digit fraction of each integer (0, 0.1, 0.2, 0.3......... 1, 1.1, 1.2, 1.3....... 2, 2.1, 2.2, 2.3..... etc), and while you may want this functionality, you may not want to display that fractional value. Enabling this setting will mean that while the player can set the slider to 4.6, say, the slider will display that the value is 4, despite the actual value being 4.6.

Using The UW_DropDown_Photoscene

Using The Photoscene_CheckBox_UW

Using The UW_TextBox_Photoscene

Widget Functionality

The Photo Scene Widget Base parent type has a few function calls that you should be aware of, and use where necessary.

From the 'Graph' view, hover over the Functions menu, and select Override.

Note that most of the ones with 'User Widget' listed on the right are irrelevant. we only need to focus on the ones with 'Photo Scene Widget Base' as the parent

Don't worry if these are overwhelming you, they will be explained more in-depth later.

  • Check If Ray Tracing Updated:
    • Is called whenever any ray-tracing settings are updated.
    • This should mostly be ignored, as it is an internal function, but can be overridden if you find yourself running into discrepancies between ray-tracing and non-ray-tracing in your level.
    • Most discrepancies in ray-tracing are related to shadows and reflections, and as such, there is another function that should be used before this one. However, if you find yourself still struggling to get a scene looking good for both ray-traced and non-ray-traced graphics, then override this.
  • Get Current Parameter Values:
    • Is called by the Photoscene whenever it needs to ask this widget what the current UI values are.
    • The 'Return' node of this function is an array of Photo_Scene_Parameter_Struct values.
    • This should be used to send the values of your UI to the Photoscene Preset's 'return' node.
  • Level Finished Loading:
    • Is called whenever the Photoscene level has finished loading.
    • This is a safe way to initialize any values you want to set for the level or UI. when the photoscene is loaded from the level selection menu or a preset.
  • Load Parameter Values:
    • Is called when the Photoscene is loading your level from a preset.
    • Paths in an array of Photo_Scene_Parameter_Struct values.
    • This should be used to initialise your UI values, and apply their related settings to your level.
  • On Initialized:
    • Should be ignored, as it is an internal function.
  • Ray Tracing Settings Updated
    • Is a helper function designed to call whenever a ray-tracing setting related to reflections, refraction, or shadows, is adjusted.
    • It Paths in a boolean that is True if any RT shadow, reflection, or translucency setting is enabled.
    • If you need further functionality for switching things when ray-tracing is on, please refer to the Check If Ray Tracing Updated function.

Share Your Mod.

Go to the Modding page to see how to share your mod.