QuickUI ProductShow

A professional interactive product presentation template built for Unreal Engine 5, powered by the QuickUI Plugin and QuickUIDesign UI framework.

Create Stunning Product Experiences with Simple Configuration

Designed for product visualization, home furnishing showcases, digital exhibitions, and interactive demonstrations, QuickUI ProductShow enables designers and developers to quickly create immersive, dynamic, and visually engaging product experiences without the complexity of traditional UMG interface development.

With an intuitive configuration-based workflow, you can transform static product presentations into interactive experiences featuring animations, information panels, material switching, camera transitions, and real-time visual feedback.

Demo & Example Project: Download here

Project Structure

. 📂 Content
└── 📂 PixelBear/
│  └── 📂 ProductAssets/
│    └── 📂 ART/
│    └── 📂 Levels/
│      ├── 📄 Main.umap                 
│      ├── 📄 VS_Main.uasset               📕// VariantSet asset for the corresponding level
│  └── 📂 ProductConfig/
│    └── 📂 Blueprints/                 
│      ├── 📄 BP_ConfigGameMode.uasset
│      ├── 📄 BP_Configurator.uasset       📕// Core UI configuration blueprint (Do not delete)
│      ├── 📄 BP_PlayerPawn.uasset
│      ├── 📄 WBP_MenuBar.uasset        📕// UI configuration blueprint (Do not delete)
│ 	   └── 📂 Input/
│    └── 📂 DateAssets/
│      └── 📂 DataTemplate/
│      ├── 📄 PD_QuickUIData.uasset        📕// UI icon data manager (Do not delete)
│    └── 📂 QuickUI/
│      ├── 📄 Data.ui             📕// Core UI file (Do not delete)
│    └── 📂 Textures/
│      └── 📂 Icons/                    // Thumbnail import directory

Core Concepts

Refer to the diagram below for the data flow:

Data flow diagram

VariantSet (State Collection)

Corresponding file: /PixelBear/ProductAssets/Levels/VS_Main.uasset (Only associated with the specific level)

Note: Unreal Engine's VariantSet manages interaction states and is the key to automatic UI configuration in this template.

VariantSet state management window

As shown above:

  • State Collection: Corresponds to the top-level menu on the UI.
  • State: The smallest unit within a state collection, corresponding to specific function items under the secondary menu.
  • State Actor Window: Used to add and manage actors belonging to a specific state.
  • Actor Property Window: Used to add and manage properties of actors within a specific state.

The user interaction flow is as follows: clicking on different states triggers changes to the properties of various actors in the scene.

Thumbnail

Corresponding file: /PixelBear/ProductConfig/DateAssets/PD_QuickUIData.uasset (This file corresponds to one interactive application only)

PD_QuickUIData thumbnail data configuration

As shown above: Users customize icon data for top-level and secondary menus by configuring the PD_QuickUIData asset.

Quick Start

  1. Create a Basic level

    Create a Basic level
  2. Drag /PixelBear/ProductConfig/Blueprints/BP_Configurator.uasset into the level.

  3. In the level's World Outliner, select BP_Configurator and create the corresponding Level VariantSets asset as shown below. (Refer to the video tutorial for details on Level VariantSets.)

    Create Level VariantSets asset
  4. Duplicate /Content/PixelBear/ProductConfig/DateAssets/PD_QuickUIData.uasset and open it as shown:

    PD_QuickUIData configuration interface

    In the corresponding VariantSets and Variants data sections, click the "Clear" button, then click "Save".

  5. Back in the World Outliner, select BP_Configurator and configure it as shown:

    BP_Configurator configuration
  6. Open the VariantSets asset. Ensure the configuration is correct as shown below, then click "Generate Configuration Data".

    Generate configuration data
  7. Check the PD_QuickUIData1.uasset (the asset duplicated in step 4):

    View PD_QuickUIData1

    You will see that the menu names and state names have been generated based on the VariantSets. Some fields may be empty. Here is an explanation of each field:

    • VariantSets:
      • VariantSetName: The top-level menu name (auto-generated).
      • Thumbnail: Thumbnail data (auto-generated).
      • Texture: Thumbnail texture reference (user-specified).
    • Variants:
      • VariantsName: The state name, i.e., the UI name corresponding to a specific interaction function (auto-generated).
      • IsActive: Typically check the first state of each menu so the UI recognizes it as the default state (user-specified).
      • ParentName: The top-level menu to which the current state belongs (auto-generated).
      • Thumbnail: Thumbnail data (auto-generated).
      • Texture: Thumbnail texture reference (user-specified).
  8. After configuration, click "Generate Thumbnail Data" to complete the thumbnail generation.

    Generate Thumbnail Data
  9. Finally, open the "World Settings" panel (Editor top menu: Window => World Settings) and set BP_ConfigGameMode as the level's game mode.

    World Settings configuration
  10. Click "Run". The template configuration is complete and the basic interactive UI is now set up. From here, you can refine the specific functions and property settings for each state within the VariantSet framework.

    Run result

How to Bind Camera Hotspots?

  1. Create Hotspot States

    • Hidden state mode — State collections prefixed with "__" will not be displayed in the menu.
  2. Place Hotspots

    • Use the BP_HotPoint blueprint at PixelBear/ProductConfig/Blueprints/Tools/BP_HotPoint.uasset.
    • Refer to the BP_HotPoint parameter documentation for details.
  3. Link Hotspot States

    • Refer to the custom variable registration guide.
    • Fill in the HotPointChange_Int property.
    • Use dependency mode to associate it with other states.