Map Configurations

Overview

The plug-in comes with a blueprint called BP_Coala. Each map created with our plug-in should have a child of this blueprint, e.g. for the papermap it is the BP_Coala_ChildMap2.

This blueprint contains all configurable aspects of the map itself, except for the weather, which has its own blueprint.

Setup

Demo Mode If you want to use a local dump instead of real server responses, this must be ticked. If it is not ticked, an API key is needed for requesting data.

Coala Scale The whole map is scaleable to prevent shadow issues, etc. A value of 1 represents real world scale.

Area Load Buffer How many areas should be loaded around the players area in advance. Choose 0 to only have the area the player is located in. A value of 1 will generate a ring of areas around the players area, so you will have 9 areas in total. A value of 2 creates two rings of additional areas, resulting in 25 areas, and so on.

In the your World Settings tab of your map, you should also find the

Coala API Key. The API key of your COALA project from the COALA backend goes here.

Buildings

Default building level Defines how many levels (storeys/floors) a building should have if there is no information about the actual number of levels available.

Combine Meshes Tick this to create one big mesh that contains all buildings. Otherwise each building is its own mesh (impacts performance).

Clamp Building Level This way you can clamp all buildings to have the same height.

Height Per Level The height of each building level (storey/floor) in cm.

Create Building Meshes Choose what parts of a building you want to create (a combination of foundation, floor, wall and roof is possible).

Limit Max Building Level To Limit the amount of levels to a specific value.

Material

Material Area Dimension This is the material of the whole area. As soon as you render cells this won't be visible anymore.

Material Water The material of the water meshes.

Material Building Floor The material of the building floor. You do not need one if you are not rendering the floors.

Material Building Wall The material of the building walls.

Material Building Roof The material of the building roofs.

Material Building Foundation The material of the building foundations (when a building is placed on an uneven terrain, a foundation is added beneath the building).

Dev

Render Area Dimensions Whether to render the area dimensions or not (this is what lies beneath the cells).

Player Editor Start Lon The players starting positions longitude value.

Player Editor Start Lat The players starting positions latitude value.

Render

Render Water Tick this to generate water meshes in their real world locations.

Render Buildings Tick this to generate building meshes in their real world locations.

Render Cells Tick this to generate cells.

Render POIs Tick this to generate POI meshes in their real world locations.

Render Custom POIs Tick this to generate custom POI meshes in their real world locations.

Render Streets Tick this to generate street meshes in their real world locations.

POIs

POI Configuration

Here you can assign meshes to your POIs. The names on the left have to be the same as the ones in the COALA back-end.

Custom POI Configuration

Here you can assign meshes to your custom POIs. To create a custom POI in-game in the Papermap, open WI_Player_CoalaChild2 and set the "Button Open Custom POIs Menu" behaviour to visible. This brings up a new button in the UI which allows you to create a POI at your position. The custom POIs name has to contain the defined name (the default name is "test").

Coala Meshes

Water Z Offset To prevent objects from overlapping / z-fighting with each other, you can move the different objects on their Z axis.

Street Z Offset To prevent objects from overlapping / z-fighting with each other, you can move the different objects on their Z axis.

Cell Z Offset To prevent objects from overlapping / z-fighting with each other, you can move the different objects on their Z axis.

Cell

Combine Cells Whether or not you want all cells of an area to be combined into one big mesh or have single cells (affects performance).

Cell Default Render Config This is the default configurations for cells having none of the defined Gametags.

Render Config Cell Add a new element here to define a material for a specific GameTag from the backend.

Gametag Names If this GameTag is present in a cell, it will have the defined material assigned to it.

Material The material that all cells with this GameTag should have.

Only if Gametag is highest Color the cell only in with this material if the GameTag assigned to it has the highest prioritization (defined in backend).

Elevation Scale How intense the elevation should be displayed. A value of 0 results in a completely flat terrain.

Coala Area Controller

Player Current Lat The current latitude value of the players position in play mode. Changing this manually will have no impact.

Player Current Lon The current latitude value of the players position in play mode. Changing this manually will have no impact.

Coala Water

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.

Coala Decoration

Area Decoration Configuration Add elements to this to create decoration configurations.

Gametag The GameTag (/GameTags) that have to be true in a cell to spawn a decoration.

Use At Where you want the decorations to spawn (currently only Cells is supported).

Skip If Choose where you don't want decorations to spawn (combination of waters, streets and buildings possible).

Decoration The mesh that should be spawned.

Random Scale Max The maximal values for the random scale.

Random Scale Min The minimal values for the random scale.

Count retries if position is occupied To spawn the decorations we use line tracers that detect collision with other objects. If the line tracer hits an object that is defined in the "Skip If" section, the decoration is not spawned. Here you can define how many times it should shoot those line tracers at random positions within a cell.

Only if Gametag is highest Only spawn the decoration if the GameTag assigned to it has the highest prioritization (defined in backend).

Streets

Street Default Render Config The default street configuration that is used when there is no specific configuration for a street.

Streets Config The different configurations for the street types. You can add as many as you like.

Types The street types for that configuration. The street types are predefined, you can find an overview of all street type values here.

Width The street width in cm.

Material The material for that street configuration.

Basic

Async Loading Wether or not to load areas asynchronously.

Get Weather Updates If the weather state should be updated or not.

Get Weather Delay How frequently the weather state should be updated (Time in seconds).

Crime

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:

    1. GB

    2. 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

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!

Transportation

(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".

Transportation Data Loading Perimeter

This number determines the perimeter (in meter) around the player's location where transportation data will be considered for rendering. Any route and respective vehicles will be rendered as long as at least one stop is located inside the set perimeter.