ArchViz Explorer for Unreal Engine 4

FAQ

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

Documentation

Introduction

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: 

Enabling LPV (Light Propagation Volumes)

We recommend you to enable the LPV feature for your engine version in order to get a more realistic lighting trough dynamic global illumination. Please follow the instructions from this documentation.

Migration

ArchViz Explorer comes as a “complete project” and is therefore intended to be used as a base template that users can build upon.
If you still want to migrate the features of Archviz Explorer into an existing project, please follow these steps.

  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 projects content folder and click Select Folder. You should now see the ArchVizExplorer folder inside of your projects content folder.
  6. Make sure that Generate Mesh Distance Fields is enabled. You can find it under Project Settings > Engine > Rendering > Lighting.

Overview

BP_POI

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.

BP_Explorer_Pawn

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

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.

POI
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 sub-category! Otherwise, it won’t be visible during play.

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

POI_Center
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!

POI_Filter
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

User Interface

Adding images and videos to the 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.

If you want to add media content to your POI actors Gallery, 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.