This blueprint is a prepared example that acts as a possible solution how the Coala plugin can be used to
request data from the Coala server
event-driven work with Coala data
react to GPS device updates
On the level "PaperMap" is a preconfigured blueprint that we will use to explain the different exposed configurable options.
Select the "BP_Coala" in the "World Outliner" and on the details panel under the category "Coala" are all possible configurable values listed.
CombineMeshes
By selecting this, all building objects in a specific area are combined into an actor/mesh and split if unchecked.
BuildingRenderConfig (Each building consists of different parts that can be configured by this object)
Create Meshes
a multi selectable field which part of the building should be generated
FLOOR
FOUNDATION
WALLS
ROOF
Merge Meshes
checked - all buildings are collapsed into one actor
unchecked - each building is there own actor
Generate UVs
should the building generator also calculate UV coordinates?
disable that option if don't have a tileable texture for your buildings
increase render performance slightly if unchecked
Height Per Level
If that information is available each building have a real world representation of there floors/levels. This field configure how tall each level is.
in unreal units
Generate Collisions
should the building generator also create collision data?
Warning: If you disable this option, the decoration system can not detect that this place is occupied by a building object and will place decorations even if you select "don't spawn on buildings"
Default Building Level
If no information is available how many floors/level the real world building has, this value will be used
You can use this mechanic to have buildings with 3 level's in your map (to have a nicer overall feeling)
Clamp to Default Building Level
If this is checked, all buildings that have more floors/levels than the value in "Default Building Level" are clamped to the value in "Default Building Level"
You can use this mechanic to have all buildings the same size (to simulate a skyline)
Limit Max Building Level To
This value limits the maximal floors/levels to a specific value
Use this value if you don't want to have skyscraper in your map
Poi Configuration
This is a list of mapped "names" to a "Object" that will placed in the map if data for a Point Of Interest is available
Hint: You can define your own Poi's in the COALA backend. The ones on the screen to the left are defined by our PaperMap example project wich you can derive from and use in your own project.
Custom Poi Configuration
This list is equivalent to the "normal" POI's, but it uses the information from the CustomPoi layer which are self-created Point Of Interests of each Project.
Coala Scale
This value (in percent) indicates the ratio of real world data to UnrealEngine units.
At 1.00, a map with 100% of the size of the real world data is generated.
Hint: Use this setting if you don't see any shadows on your map
At 0.01, a map with 1% of the size of the real world data is generated.
Elevation Scale
Coala also has elevation data. With this value you set the scaling.
Area Load Buffer
This value specifies how many areas around character should be generated.
Value of 0 - Only the area where the player is currently in
Value of 1 - One area around the players area
3 x 3 = 9 areas in total
Value of 2 - Two areas around the players area
5 x 5 = 25 areas in total
and so on
Hint: Do not use a value above 1 on mobile builds because it messes with the performance
Get Weather Updates
If checked the plugin requesting weather data and update the weather system accordingly
Get Weather Delay
This value is used to configure how many seconds are between weather updates pulled from the COALA server
GPS Accuracy
How accurate should the GPS data be?
Three Kilometers
One Kilometer
One Hundred Meters
Ten Meters
Best
Best for Navigation
Request Context
Here you can set which data/layer should be requested from the COALA server.
GAMETAGS
POIS
WEATHER
STREETS
BUILDING
WATER
CONTEXT
TIMEZONE
CUSTOM POIS
ELEVATION
CRIME
Hint: even if you have a building configuration assigned, there will be no buildings on the map if you don't have selected "BUILDINGS" in this multi-selectable field.
Street Z Offset
how far should the generated street mesh placed over the ground
Hint: modify this value if your streets clip into the ground
Street Default Render Config
Object that describes how a street should be generated if no other street render config object match the street type
Types - Street type to apply this config
The "Default Street Render Config "is empty because this is the default config
Otherwise, there is a list of street categories
Width - Street width in Unreal units
Material - Street material used for the generated mesh
Merge Meshes - Should all streets of this type combined into one Actor ?
Cell Default Render Config
This is the cell render config that will use if no context in the background matches the "Render Config Cell" fields below
Gametag Name
Empty on default render config
A list of named context that identifies a cell that a specific circumstance happen
This is configured in the COALA backend with the NodeEditor
Material
The material that will be assigned to the generated cell mesh
Hint: The cell mesh itself is UV mapped that the texture will cover the whole mesh
Only if Gametag Is Highest
Because several things can happen in a cell at the same time, this field decides that this cell render config should only be used when the "Gametag" is strongest/highest in the cell.
Hint: The priority is defined by each project individual
Player Editor Start Lon
Player Editor Start Lat
This two values let you set the GPS start position if played in the editor
Enable Movement by Click
For easier investigation and testing check this box. It allows you to move over the map by right clicking into to scene
Print Variables to Screen
This multi-selectable field is mainly for tracking/investigation what is going on in the plugin itself. It let you print different events that happen in the plugin to the screen
GAME FPS
AREA EVENTS
GPS EVENTS
CLICK EVENTS
Area Decoration Configuration
A list of decoration configurations that let the looks prettier
Gametag
A list where the COALA decorator checks the GameTags/context of the cell and decide if this decoration configuration object will be used
Used At
On rich data layer the decorator should pull the data?
currently on "CELLS" layer ( GameTags/context's )
Skip If
Because the decorations a randomly spawned on the map, it could be that a COALA object is in the way. This field let you define wiche objects should be skipped by calculation's
WATER
STREETS
BUILDINGS
Example: If you want to have trees over the map (like the PaperMap) but only if there is no WATER, STREETS or BUILDINGS Coala object on that position
Decoration
The object that will placed
Random Scale Max
Random Scale Min
let you define in wich range the placed object will be spawned
(to have more variations with the same object on the map)
Count Retries If Position Is Occupied
Because the decorator places the object with in cell bounds, it could be that the random spot is occupied. This values let you configure how often he will try to find a new spot if the last one was occupied.
Only if Gametag is Highest
The decorator wants to consider this cell only if the GameTag/context is most represented in the cell
Please note, this feature is in an early stage, and we are including more and more data points. Please be aware, that we currently support the following countries:
GB
Parts of the US
The setup in our example scenes is for the crimes of GB.
For more options please create your own project and follow instructions here Coala backend
Render Crimes
Force Render All Crimes
Renders all crimes regardless of their unique configuration in CrimeTypesToDisplay.
CrimeTypes To Display
Configure your crime types here. Select a combination of crime types like e. g. 'THEFT' and 'BICYCLE' to configure all instances of bicycle theft. 'Should be Highlighted' will use the HighlighterPrefab when checked. Crime types that are not configured will not be rendered. To ignore this setting and show all crimes, check ForceRenderAllCrimes. Beware that the 'AREA' type will be ignored.
Highlighter Blueprint
Blueprint that is used to highlight a crime type combination if specified in CrimeTypesToDisplay.
Default CrimePin Blueprint
Set the default blueprint to be used when no blueprint is specified in a crime type combination in CrimeTypesToDisplay.
HeatMap Type
You can select here if and how you want to display your Crime heatmap. 'None' disables the heatmap.
Influence
This value defines how far the Heatmap is influenced by one CrimePoint.
Weight Factor
This value determines how much a crime point influences its surrounding heatmap tokens.
Weight Threshold
Set the minimum Weight for HeatMapTokens to be displayed. If you want to display all tokens, set this value to -1.
Pillar Scale
This value is only relevant when HeatMapType is set to 'Pillar' and determines how the heatmap token's height scales.
Pillar Token Blueprint
This blueprint will be instantiated for each loaded cell if HeatMapType is set to 'Pillar'. Has to Inherit from BP_HeatmapToken!
Flat Token Blueprint
This blueprint will be instantiated for each loaded cell if HeatMapType is set to 'Flat'. Has to Inherit from BP_HeatmapToken!
(The data is currently still being gathered and implemented into the server, so you will currently not get a response from transportation requests. If you need a data dump for testing purposes, please reach out here: support@thoughtfish.de)
TransportationType
This determines the transportation data that will be requested. You can request multiple transportation types by flagging multiple ones. To disable the transportation layer, flag "NONE".
Vehicle Bleuprint
The blueprint for the actor which is spawned to represent each vehicle of this setting's type. Needs to inherit from BP_Vehicle!
Stop Blueprint
The blueprint for the actor which is spawned to represent each stop of this setting's type. Needs to inherit from BP_Stop!
Bus Settings
These settings apply to entities of the type "BUS".
Train Settings
These settings apply to entities of the type "TRAIN".
Flight Settings
These settings apply to entities of the type "FLIGHT".
The "Water Render Config" contains the following values
Material
Wich material will used for the generated water mesh
Generate UVs
should the water generator also calculate UV coordinates?
disable that option if don't have a tileable texture for your water mesh
increase render performance slightly if unchecked
Outline Width
It is possible to add an outline mesh to our water meshes.
A width of 0 results in no outline meshes being created.
Outline Material
The material of the outline mesh.