ANATOMY 3D ATLAS
Unreal Engine 5 Tutorial
Unreal Engine 5 Tutorial
Scene Setup
Add Blueprint to your map (L_Female or L_Male):
BP_SkinTest_Mesher1
Rename the actor to something meaningful (preferably matching the organ name).
This makes it easier to navigate the scene later — it will be your main reference for data management.
And launch BU_FillTable (Read below)
What is a Stencil? (Enum_CutMat)
Enum_CutMat controls how slice materials and Custom Depth / Stencil IDs are distributed.
ID / Purpose
1 - Reserved for outline highlighting
2 - Used for subtractive areas (e.g. hollow structures like the skull)
3+ - Textures used to fill the cut surfaces
Example:
A complex organ like the skull may be split into several meshes:
outer shell,
hollow interior (subtraction),
filled slice area (textured).
Each part uses its own Stencil ID.
Editing Slice Textures
Open the material M_Plane1.
Locate the target ID or duplicate one of the existing examples.
Assign a new Stencil ID if needed.
Base Color – main color texture
Normal Map – surface relief
Specular – reflection intensity
AO (Ambient Occlusion) – soft shadowing
Opacity – transparency level
You can extend the function MF_StencilMerger or connect only the nodes you need.
All shader nodes are standard and support scaling adjustments.
Organ Data Management
Each organ’s data is stored inside its actor, not in an external data table.
This makes editing much easier when you have 100+ organs on the scene.
Locate Blueprint Utility: BU_FillTable
Run it as a Script.
Follow the on-screen instructions.
Camera & Controls (PinchToZoomCamera)
Main controller: PinchToZoomCamera
Parameter / Description
MMCameraZoom - Max zoom-in/zoom-out distance
MMMoveScale - Camera move speed
MMRotScale - Camera rotation speed
MMZoomScale - Zoom speed
+3 extra vars - Fine-tune action speed depending on zoom level
Component Settings
Brush Size – size of the drawing brush
Brush Color – color of the brush
Double Touch Sec – time interval for double-tap recognition
Changing Controls
The project was primarily designed for touchscreen interaction.
Keyboard/mouse input is secondary and serves debugging purposes.
You can rebind keys in PinchToZoomCamera, but do not reassign LMB, as it’s linked to touch input events.
Adding Translations
Follow Unreal Engine’s localization guide:
Localization Overview
Supported languages list IDs:
Microsoft Language Support
Configure language switching inside W_ChooseLang > LangMap
Male and Female Models
Model / Map Name
Female - L_Female
Male - L_Male
Each model must be placed on a separate map.
Search System
The search list is generated automatically and alphabetically sorted.
It includes all actors in the scene with filled organ data.
Exam & Quiz System
Exams are created only in runtime mode (inside a launched build).
They are stored in RailEkz.sav.
You can pre-create exams and include them in your packaged build.
On-Screen Keyboard
An on-screen keyboard is built into the system for touchscreen tables.
It’s deeply integrated and cannot be removed, since the project is designed for devices without hardware keyboards.
Scene Settings (Background & Theme)
Scene appearance (background color, theme, selected categories, etc.) is not saved intentionally.
Each launch starts with a clean scene — ideal for classroom usage.
Future updates will include scene saving & restore functionality (color, comments, drawings, selections, theme, etc.).
Organ Categories
Edit categories in EMainCats.
Customize their UI appearance in DT_Categories.
Changes update automatically in the search bar and category panel.
Comments with Images
This feature is disabled by default because it requires an external file dialog plugin.
Recommended plugin (5 USD):
File Dialog Plugin on Fab
To enable:
Open W_TextOnScreen.
Locate the placeholder area for the Open File Select Dialog node.
Set filter: Image Files (*.jpg, *.jpeg, *.png)|*.jpg;*.jpeg;*.png.
“Account” Button
Currently inactive — placeholder for a licensing and user management system.
If you need this feature, contact the developer: yarmin.dev@gmail.com
Working with CT Scans
Convert your DICOM (or other format) scans to PNG.
Import images into the project.
Optionally group them into a single file for optimization.
To use light theme, open MC_InverseColor → set Inverse = 0.
Button and border colors are configured in RoundedBorders.
In W_KTViewer, set Button_Edit to Visible to enable manual CT alignment in runtime.
Bug Reports & Support
The document will be expanded, if you have any questions, please contact me.
Submit bugs here:
Bug Report Form
📧 For integration, customization, or technical support:
yarmin.dev@gmail.com