Procedural Systems

B2BP Slide Show

Configure in-engine presentations with B2BP Slide Show, featuring a single modular Blueprint, 20 screen meshes, Texture Arrays, and custom camera views.

B2BP Slide ShowProcedural Systems

Resource overview

Actor Details and Initial Blueprint Placement

Integrating presentation displays into a scene begins with dragging the primary Blueprint actor directly into the world environment. Setup requires only minor technical knowledge, as the configuration relies on exposed public attributes gathered inside the standard Actor Details panel. Users can import their own graphic assets as standard image Textures and feed them into the tool to establish display content.

Because the system functions as a modular Blueprint script, individual instances placed across a map remain independent. Designers can select any placed instance and freely adjust its Transform properties—including scale, rotation, and location—to align with exhibition stands, meeting spaces, virtual auditoriums, or realistic architectural stages without disturbing neighboring setups.

Configuring the Texture Array, Cover Pages, and Playback Cycles

Content delivery is focused on a single Blueprint that utilizes a Texture Array to host and index all slide graphics. Managing presentation material inside an array allows creators to maintain an organized sequence of visuals directly on the Actor Details panel without wiring manual texture-switching nodes across the event graph.

Presentation management offers multiple sequencing behaviors depending on how an in-engine event or walkthrough is structured:

  • Automatic Slide Show Mode: Slides advance automatically according to configurable basic timings, letting scenes run hands-free display loops.
  • Infinite Page Cycle: Displays can be set to loop continuously, returning to the start after reaching the final slide.
  • Terminating Playback: Slide cycles can halt once they hit the final frame, preventing accidental repetition during formal demonstrations.
  • Dedicated Cover Page: A presentation-specific cover slide can be established to introduce the sequence while staying completely isolated from the main page loop.

The exclusion of the cover page from the regular cycle ensures that once an audience moves past the title screen into the primary presentation, subsequent cycles or user inputs navigate only through the actual briefing material rather than cycling back through introductory branding.

Screen Camera Transitions and Active Page Persistence

Managing the viewpoint and user engagement is handled through a built-in Screen Camera designed to give viewers full visual focus on the active display. Switching over to this focused perspective can be executed in two distinct operational ways: bound directly to an input key command for manual presentation control, or triggered automatically when a player character enters an overlap volume positioned in front of the screen.

Interactive sessions often involve participants wandering in and out of presentation areas, which makes state tracking essential. The Blueprint addresses display memory with two distinct handling modes upon departure:

  • Active Page Retention: The screen preserves whichever slide was active when the viewer leaves the interaction zone, ensuring presentations pick up exactly where they paused.
  • Custom Page Reset: The screen automatically clears the current slide upon exit and defaults back to a predetermined custom page index, restoring a tidy idle state for the next user.

Deploying the 20 Screen Meshes Across Varied Aspect Ratios

Physical presentation hardware in 3D spaces requires varied proportions to reflect diverse monitor sizes, projection surfaces, and mobile or interface mockups. The asset package includes 20 individual Screen meshes designed around multiple aspect ratios that reference established Adobe XD artboard templates.

These pre-configured proportions allow developers to map graphics built inside UI and graphic design workflows directly onto corresponding 3D frames without introducing stretched UVs, unwanted letterboxing, or distorted presentation typography. Whether building panoramic briefing walls or compact handheld display units, developers can select an appropriately dimensioned mesh that matches their imported image dimensions.

Included Blender and Photoshop Source Assets

To support visual iteration outside the engine, the package supplies native external source files alongside the Blueprint actors. A dedicated Photoshop file contains TestSlide textures, giving creators a calibrated reference canvas to layout new slides, verify alignment guidelines, and export correctly formatted graphics directly into engine textures.

For structural adjustments, an external Blender file containing the 20 Screen meshes is provided. 3D artists can inspect the mesh geometry, adjust bezels, customize physical stands, or make custom proportion tweaks. When modifying these models, standard Unreal Engine export workflows for Blender should be followed to ensure scale, axes, and material assignments translate properly upon re-import.

Project Footprint and Lightweight Architecture

To keep project dependencies minimal, the architecture relies on a singular Blueprint design rather than fragmented sub-actors or complex master-child class hierarchies. Discussion around future maintenance includes the potential omission of the demonstration level from the base store asset. Removing the heavy demo environment allows teams to bring only the lightweight, functional Blueprint, core screen meshes, and critical presentation logic into production maps without dragging unnecessary sample scenes or level data into clean project repositories.

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