Multifunctional POI point location setting method in digital twin system
By setting the functions of POI points in a project file and creating Actor and control blueprints in Unreal Engine, the display and interaction of 2D and 3D POI points are realized, which solves the complex and time-consuming problems of POI points development in the existing technology, and improves the development speed and user experience.
Patent Information
- Application Number
- CN202411607404.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-11-12
- Publication Date
- 2025-02-28
AI Technical Summary
The development process of POI points in the existing digital twin systems is complicated, resulting in slow development speed and difficult maintenance. The traditional methods require a large amount of customized development, which is time-consuming and labor-intensive.
Set all the functions of POI points in one project file, and display and interact with 2D and 3D POI points by creating Actors and control blueprints in Unreal Engine, adding pictures and buttons, and binding event distributors.
The development process of POI points has been simplified, the development speed and efficiency have been improved, the development cost has been reduced, and the interactiveness and visual experience of the digital twin system have been enhanced.
Smart Images

Figure CN119538350A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of UE digital twin POI point development, and in particular to a multifunctional POI point setting method in a digital twin system. Background Art
[0002] POI points often include functions such as positioning and displaying POI points, graphic and text display, user interaction, performance optimization, and data synchronization. These functions are independent or combined together. A digital twin project often uses a lot of these POI functions, which makes the entire development process and project files very complicated.
[0003] In the background technology related to UE digital twin POI points, traditional digital twin implementations may require a lot of custom development work, which can be time-consuming and expensive. As the scale and complexity of digital twins increase, maintaining and updating these systems may become increasingly difficult. Summary of the invention
[0004] In order to overcome the above-mentioned defects, the present invention provides a multi-functional POI point setting method in a digital twin system. The multi-functional POI point setting method in the digital twin system sets all functions of the POI point in one engineering file. The file is concise and clear, which greatly improves the development speed of the digital twin system.
[0005] The technical solution adopted by the present invention to solve its technical problem is: a multifunctional POI point setting method in a digital twin system, and the specific steps are as follows:
[0006] Step 1: Plan the POI point as a 2D icon or a 3D icon;
[0007] Step 2: When planning the POI point as a 2D icon, create an Actor in the Unreal Engine and create a control blueprint. Add pictures and buttons to the created control blueprint, set the picture to the same size as the button so that the button covers the picture, set the button transparency to 0, and bind the button click to an event dispatcher. Add the set control blueprint to the Actor through the control component in the Actor, and then set the picture selected by each Actor, so that the picture can be displayed as a 2D POI point icon in the scene;
[0008] When planning a POI point as a 3D icon, create an Actor in the Unreal Engine and create a control blueprint. Add pictures and buttons to the created control blueprint, set the picture to the same size as the button so that the button covers the picture, set the button transparency to 0, and bind the button click to an event dispatcher. Add the set control blueprint to the Actor through the control component in the Actor. At the same time, import the required 3D model in the Unreal Engine and add the imported 3D model to the Actor through the Static Mesh component. Then set the 3D model and picture selected by each Actor, so that the picture and 3D model can be displayed as 3D POI point icons in the scene.
[0009] Step 3: Bind the event dispatcher bound to the button added in the control blueprint after EventBeginPlay of Actor, create a custom event OnLeftClick in Actor, and then trigger the newly created custom event OnLeftClick after the event dispatcher, then create a new string variable RunOrNot and expose the parameters, and use Switch after OnLeftClick to determine the behavior of the POI point through the RunOrNot string variable;
[0010] Step 4: Place the written POI point Actor in the UE scene, set the RunOrNot parameters in the Actor editing panel, then fill in the corresponding parameters in Switch, and fill in the corresponding jump logic or other logic after Switch.
[0011] As a further improvement of the present invention, the behavior of the POI point includes playing a video, jumping the camera, changing the material or moving the object after clicking.
[0012] As a further improvement of the present invention, a set control blueprint is referenced in the control component of the Actor.
[0013] As a further improvement of the present invention, different functions of different POI locations are controlled by Switch nodes.
[0014] As a further improvement of the present invention, the functions of the POI point are to play videos, jump viewing angles or display special effects.
[0015] As a further improvement of the present invention, whether to display on the screen or in the scene is changed by setting in the control blueprint.
[0016] The beneficial effects of the present invention are as follows: the present invention creates a control blueprint, adds pictures and buttons to the control blueprint, binds the button to an event dispatcher, and finally adds the set control blueprint to the Actor through the control component in the Actor, so as to display the pictures designed in the control blueprint as 2D POI icons on the Actor. If a 3D POI icon needs to be set, it only needs to add a static mesh component, add the designed 3D model to the Actor, and realize the 3D model as 3D The POI icon is displayed on the Actor. The present invention sets all POI point functions in one project file. The file is concise and clear, which greatly improves the development speed. By setting dynamic POI special effects through the present invention, a richer and more attractive visual experience can be provided to the digital twin system, making the display of POI points more vivid and interesting, which is conducive to improving user experience. Dynamic POI special effects can also increase user participation. By clicking on the POI point, the user can obtain more information, such as camera rotation, related pictures, videos or other interactive content, which effectively enhances the interactivity of the digital twin system. The present invention can effectively optimize the software code, while maintaining good visual effects, reduce the consumption of system resources, improve fluency and response speed, and thus improve the performance of the entire twin system. The tools and interfaces provided by the POI point function of the present invention allow developers to more easily create and manage POI points, reducing development time and cost, and making the development process simpler. BRIEF DESCRIPTION OF THE DRAWINGS
[0017] Figure 1 This is a flow chart of the multifunctional POI point setting of the present invention;
[0018] Figure 2 The present invention adopts a 3D POI point icon display mode;
[0019] Figure 3 The present invention adopts a 2D POI point icon display mode. DETAILED DESCRIPTION
[0020] The technical solutions in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application.
[0021] Embodiment: A method for setting a multifunctional POI point in a digital twin system, the specific steps are as follows:
[0022] Step 1: Plan the POI point as a 2D icon or a 3D icon;
[0023] Step 2: When planning the POI point as a 2D icon, create an Actor in the Unreal Engine and create a widget blueprint (the widget blueprint can be a newly created widget blueprint or an already set widget blueprint), add an image (Image) and a button (Button) to the created widget blueprint, set the image to the same size as the button so that the button covers the image, set the button transparency to 0, and bind the button click to an event dispatcher, add the set widget blueprint to the Actor through the widget component (set the widget component in the Actor and add the created widget blueprint), and then set the image selected by each Actor (the image can be an icon or an icon plus text), so that the image can be displayed as a 2D POI point icon in the scene;
[0024] When planning a POI point as a 3D icon, create an Actor in the Unreal Engine and create a widget blueprint. Add an image and a button to the created widget blueprint. Set the image to the same size as the button so that the button covers the image. Set the button transparency to 0 and bind the button click to an event dispatcher. Add the widget blueprint to the Actor through the widget component in the Actor. At the same time, import the required 3D model in the Unreal Engine and add the imported 3D model to the Actor through the Static Mesh component. Then set the 3D model and image selected by each Actor, so that the image and 3D model can be displayed as 3D POI point icons in the scene.
[0025] Step 3: Bind the event distributor bound to the button added in the control blueprint after EventBeginPlay of Actor, create a custom event OnLeftClick in Actor, and then trigger the newly created custom event OnLeftClick after the event distributor, then create a new string variable (String variable) RunOrNot, and expose the parameters. Use Switch after OnLeftClick to determine the behavior of the POI point through the RunOrNot string variable. The behavior of the POI point includes playing video, camera jump, changing material or object movement after clicking. The behavior of the POI point can also be other behaviors. Designers can set it according to different needs. After OnLeftClick is triggered, use a string type variable to connect the Switch blueprint node to determine the event that runs after clicking the POI, and then realize the POI point control event (camera jump, video play, etc., and control different POI points through the Switch node. The functions of the POI point are playing video, jumping perspective or displaying special effects, and can also be other functions. Designers can set it according to different needs;
[0026] Step 4: Place the written POI point Actor in the UE scene, set the RunOrNot parameters in the Actor editing panel (for example, fill in: camera jump), then fill in the corresponding parameters (camera jump) in Switch, and fill in the corresponding jump logic or other logic after Switch.
[0027] The above method only needs to set the picture and button in the control blueprint in advance, bind the event distributor to the button, and then add the control blueprint to the Actor as needed. By selecting a suitable picture on the Actor, the 2D POI point icon can be displayed on the Actor. If a 3D POI point icon needs to be displayed, it is only necessary to add a static mesh component, and add the set three-dimensional model to the Actor through the static mesh component. On the Actor, a suitable three-dimensional model can be selected as the 3D POI point icon. The above method sets all the functions of the POI point in one project file. The file is concise and clear, which greatly improves the development speed of the digital twin system. The present invention can directly reference the set control blueprint in the control component of the Actor, and realize the direct import of the created control blueprint to meet customer needs, which can make it easier for developers to create and manage POI points, reducing development time and cost. It can also be changed by setting in the control blueprint whether it is displayed on the screen or in the scene.
[0028] The above description is only a preferred embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.
Claims
1. A multifunctional POI point setting method in a digital twin system, characterized by: The specific steps are as follows: Step 1: Plan the POI point as a 2D icon or a 3D icon; Step 2: When planning the POI point as a 2D icon, create an Actor in the Unreal Engine and create a control blueprint. Add pictures and buttons to the created control blueprint, set the picture to the same size as the button so that the button covers the picture, set the button transparency to 0, and bind the button click to an event dispatcher. Add the set control blueprint to the Actor through the control component in the Actor, and then set the picture selected by each Actor, so that the picture can be displayed as a 2D POI point icon in the scene; When planning a POI point as a 3D icon, create an Actor in the Unreal Engine and create a control blueprint. Add pictures and buttons to the created control blueprint, set the picture to the same size as the button so that the button covers the picture, set the button transparency to 0, and bind the button click to an event dispatcher. Add the set control blueprint to the Actor through the control component in the Actor. At the same time, import the required 3D model in the Unreal Engine and add the imported 3D model to the Actor through the Static Mesh component. Then set the 3D model and picture selected by each Actor, so that the picture and 3D model can be displayed as 3D POI point icons in the scene. Step 3: Bind the event dispatcher bound to the button added in the control blueprint after EventBeginPlay of Actor, create a custom event OnLeftClick in Actor, and then trigger the newly created custom event OnLeftClick after the event dispatcher, then create a new string variable RunOrNot and expose the parameters, and use Switch after OnLeftClick to determine the behavior of the POI point through the RunOrNot string variable; Step 4: Place the written POI point Actor in the UE scene, set the RunOrNot parameters in the Actor editing panel, then fill in the corresponding parameters in Switch, and fill in the corresponding jump logic or other logic after Switch.
2. The multifunctional POI point setting method in the digital twin system according to claim 1 is characterized in that: The behaviors of the POI point include playing a video, jumping the camera, changing the material or moving the object after clicking.
3. The multifunctional POI point setting method in the digital twin system according to claim 1 is characterized in that: Reference the set widget blueprint in the Actor's widget component.
4. The multifunctional POI point setting method in the digital twin system according to claim 1 is characterized in that: The different functions of different POI points are controlled by the Switch node.
5. The multifunctional POI point setting method in the digital twin system according to claim 4 is characterized in that: The functions of POI points are to play videos, jump perspectives or display special effects.
6. The multifunctional POI point setting method in the digital twin system according to claim 1 is characterized in that: Change whether it is displayed on the screen or in the world by setting it in the Widget Blueprint.