ArchViz Explorer for Unreal Engine 4


How do I create a city environment?

The following tutorial by Mohamed Sallam is demonstrating two different methods to create a city environment for Twinmotion. The same workflows can be used for Unreal Engine 4.


How do I change the Button Style of the task bar buttons?
  1. Open BP_MasterMenu and switch to Designer Mode
  2. From the Hierarchy Menu (left panel), select BP_MasterMenu
  3. Change ButtonStyle_TaskBar under Default (right panel)
How do I set the standard camera position, rotation and distance?
  1. Select the BP_Explorer_Pawn actor in your scene
  2. Move and rotate the actor by using the gizmo. Please make sure that the gizmo coordinate system is set to world space when rotating on the Z-axis
  3. Select the SpringArm Component and change the Target Arm Length

How do I change the automatic camera position, rotation and distance for individual menus?
  1. Open BP_MasterMenu_Widget
  2. Find the On Released Event for the specific button and change the values as shown in the image below

How do I change/disable the camera yaw rotation when selecting a POI Actor?

The direction from a BP_POI actor to its LookAt_Target_Location, gives you the camera yaw rotation. Therefore, changing the LookAt_Target_Location will change the yaw rotation accordingly. 

  1. Click on the POI actor
  2. From Details > Default > Look at  Target Location, change the X and Y values
  3. To disable camera yaw rotation just uncheck the Look at Target? option
How do I change the color of a POI Actor?

You can freely change the color of individual POI actors unless their POI Type is set to POI Filter. The color for those type of POI actors is set according to their Availability status.

For POI actors with the POI Type: POI, POI_Center;


  1. Click on the POI actor
  2. From the Details menu, open Default > POI Info Struct
  3. Click Color and select the desired color

For POI actors with the POI Type: POI_Filter;


  1. Open the Construction Script of BP_POI
  2. Find the Select function from the Image below and change its colors


Welcome to the ArchViz Explorer Documentation. This page is designed to give you an overview of various elements inside the project. We will make adjustments to the documentation page based on the feedback we receive. Feel free to write us your questions and suggestions: [email protected]

Getting Started

ArchViz Explorer Realistic Expansion

The landscape and HDR images are not included in the basic project. The reason is that the UE4 Marketplace policy is prohibiting free third party content that requires attribution. 

But DO NOT WORRY! You just have to download the following file and paste the new Content folder into your ArchVizExplorer project folder.

Please don’t forget to read the licensing for the additional content and to give appropriate credit!

Licensing for ArchViz Explorer Realistic Expansion: 


ArchViz Explorer comes as a “complete project” and is therefore intended to be used as a base template that users can build upon.
We would recommend migrating your existing project to a new ArchViz Explorer project, in case your project is containing little or no blueprints.

If you still want to migrate the features of Archviz Explorer into an existing project, you need to do the following.

  1. Make a backup of your existing project.
  2. Download and create a new ArchViz Explorer project inside the Epic Games Launcher.
  3. In the editors Content Browser, click ArchVizExplorer > Maps.
  4. Right-click on the map named Demonstration, click Asset Actions > Migrate.
  5. Navigate to your project’s content folder and click Select Folder. You should now see the ArchVizExplorer folder inside of your project’s content folder.


After completing the migration you will have to do some changes in your Project Settings.

  1. Make sure that Generate Mesh Distance Fields is enabled. Project Settings > Engine > Rendering > Lighting.
  2. Assign BP_Explorer_GameInstance. (Only required for v1.6 and above.)
    Project Settings > Maps & Modes > Game Instance.

  3. Enable extended luminance range of Auto Exposure.  Project Settings > Rendering > Default Settings



Is made of a colored 3D volume and a 3D widget component (label). It contains all the information you want to display on the Info Widget and the targeting direction for the spring arm of the Explorer Pawn.


Is controlling camera movements (Pitch, Yaw and Zoom) and the movement between one POI to another. 

BP_Explorer_GameInstance (v1.6 and above)

Stores a reference of the POI array, as well a reference of the currently selected POI. 
It won’t be destroyed when changing levels and can therefore be used to pass information to an interior scene.

Creating POI Actors

The most convenient way to create a BP_POI actor is by creating a copy of an existing one and customize it afterward. Once you placed a BP_POI actor into your level, you have to assign it a role by selecting its POI Type under Details Menu > Default.

There are currently three POI Types to choose from.

Is automatically categorized and listed in the UI based on its actor tags.

Make sure that your POI actor has been assigned with valid tags for its category and subcategory! Otherwise, it won’t be visible during play.

  • Predefined categories: Surroundings, Amenities 
  • Predefined subcategories for Surroundings: Dining, Shopping, Entertainment, Education, Transportation
  • Predefined subcategories for Amenities: Leisure, Fitness, Transportation

Is used to mark the main object of your project and Is using BP_3D_Center_Widget for its 3D label. Make sure that the POI actor has been assigned with a valid tag!

In order to create a 3D volume which can be filtered inside the Unit Search menu, switch the POI_Type under Default to POI_Filter. This POI actor can be filtered by criteria like surface, price, orientation, etc.

It is only visible when inside the Unit Search menu and doesn’t require any actor tag!

Creating Routes

Creating Roads

Coming Soon...

User Interface

Adding Media to the Main Gallery

You can add media content to your Main Gallery in the following way: 

  1. from the Content Browser, open BP_MasterMenu_Widget. 
  2. Under Hierarchy select BP_MainGallery_Widget.
  3. Add new elements under Details -> Default -> Media and set their content.

Adding Media to Info Widgets

If you want to add media content to your POI actors Info Widget, follow these steps : 

  1. Select a POI actor of your choice.
  2. Add new elements under Details -> Default -> POI_Info_Struct -> Media and set their content. Please note that the Gallery Button of the Info Widget will not be visible, if your POI actor should have no elements inside its Media.

Creating Subcategories

Section View

The Section View effect is a complex system which is compiled from the following elements: 

  • MF_SectionMask
  • SectionMask_MPC
  • BP_UnitSearch_Widget
  • BP_Explorer_Pawn
  • SectionView_Volume/SectionView_Initial_Volume (TriggerVolume)

Each Material that should be affected by the Section View Mask must have the Material Function MF_SectionMask assigned to its Opacity Mask output. (E.g. M_Wall.)

Inside of MF_SectionMask you will find the Material Function BoxMask-3D. The Material Parameter Collection SectionMask_MPC defines the size, opacity and orientation of that BoxMask-3D.

BP_Explorer_Pawn updates these values inside of SectionMask_MPC on every tick (Event Tick) after the event Update_SectionView_Mask is called by the BP_UnitSearch_Widget. It is also possible to call the same event from different Blueprints.

The initial size and position of the mask can be set by BP_Explorer_Pawn in your scene: BP_Explorer_Pawn (Scene) -> SectionView -> SectionView_Initial_Volume


Environment & Lighting

Surrounding Buildings

The windows on surrounding buildings are simulated by a dynamic material and are glowing during nighttime.

Notice, how the emissive intensity of the mater material M_Maquette, is driven by the scalar parameter Buildings of the Material Parameter Collection Emissive_MPC.

Depending on the time of day, BP_Time_Widget is evaluating the value of Buildings from the Float Curve Buildings_Emissive_Curve.

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