@Karanmaxx Correct. the release includes all features except those marked as Delayed. We will update the Roadmap tomorrow, though many included features won’t be even listed. Please note the current price is for early access and will change in the future.
@pbdarcey You guessed it right. AVE II is currently pending in the review process. We are handling some requested changes and will announce it here once approved.
We are excited to announce that AVE II is now available on Fab!
We have spent the last few months polishing the project extensively to ensure a solid foundation. However, please note that we are releasing this as Early Access. The price reflects the current development stage. We plan to gradually increase the price as we add new features. We believe this is the fairest way to reward early adopters who support us while the project is still expanding.
Our primary focus right now is:
Uploading project versions for UE 5.5 and UE 5.6
Releasing a Packaged Demo so you can test the build directly
We want to shape AVE II around your needs. So please share your thoughts. Your feedback will carry a lot of weight when we decide on the next tasks for the Roadmap.
We want to give a thanks to our friends at Vagon Streams, who helped us during challenging times and worked closely with us. We believe this collaboration finally eliminates the single biggest obstacle to using Unreal Engine for Architectural 3D Visualization: your client’s hardware limitations.
With their support, AVE II is fully optimized for Vagon Streams and delivers best performance and stability there. This offers a noticeably smoother and higher-quality experience compared to any streaming platform and even native Pixel Streaming setups. So your clients can experience the project anywhere and on any device without worrying about hardware specs.
We thank you for your patience, trust, and continued support and are excited to see what you create!
Thank you for making and speeding up the process.. I hope the best of luck with your launch on this product. I think the cost is fair and allow you a jump start on creating a interactive arch viz with the basics already there. Cheers,
I have just published a brief guide on using the taskbar. We will prioritize our documentation based on user feedback, so thank you for highlighting this.
Regarding the “adventurous” POIs : We have noticed similar behavior in Unreal Engine 5.6, though it has been difficult to replicate. We will investigate the root cause.
In the meantime, could you please check your World Settings?
Navigate to World Settings > World > Advanced.
Ensure that “Enable World Bounds Checks” is Disabled.
Regarding Ultra Dynamic Sky (UDS): Fab guidelines prohibit us from including direct references to third-party assets in the project files, as this generates errors for developers who do not own that specific product.
To resolve this, I will share a custom BP_TimeOfDayController that contains the correct UDS references pre-configured.
Thanks for the info on the task bar and connecting the poi. That worked excellently.
I unchecked the item and still having it go on a trip into outer space. I’m running unreal 5.7 just as a reference.
When you have a chance can you add more documentation on the left click feature. Currently I added new POI and when i left click in an active session it seem to snap to the mesh and be right on it. What is the proper direction to take on this.
Edit. Looking further at what calls the cross hair to show up in a level. I don’t see this when i click in the new level i made I think.
I added this to a new level so im assuming that i missing something because I made a new level and this feature needs to be tied to that level?
Can you give me an estimated time for Multilingual Localization Setup?
Right now, when I try to change the language from settings, it changes the Unreal Editor language instead of the UI text.
The snapping behavior is caused by the Dynamic Navigation/Orbit Mode of the pawn (BP_AVE_Pawn_Exp). This Dynamic mode updates the orbit location based on the geometry under your cursor, each time you click. However, the object or landscape must have a collision response set to “Block” in the Visibility Channel for this to function.
If you prefer the legacy ArchViz Explorer navigation, you can set the Navigation Mode to Legacy in the in-game settings panel under the Controls section. I will work on a document explaining these in detail.
@Beka_VI,
Localization in Unreal Engine 5.5 and forward has a bug that caused us some difficulties during development. That is why the translations couldn’t make it into the current version. We will add those with the next update.
If you already made custom translations you can try leaving Target Dependencies empty. (I remember that this worked for some people.) Please send us a PM if your issue should persist.
Thank you for the direction / confirmation. Back to the poi going into orbit it seems to be happening alot on the project and its really random. Just letting you know and hopefully this can be fixed in later version.
Going to continue plunging away at recreating a project. Will have more question for sure down the road. I really like the new surrounding features. Really seems like a plug and play application.
Edit: When do you think the roadmap is going to be updated and new future items are going to be added to it?
Localization for AVE II is done. The project now handles English, French, and German translations seamlessly. This is part of a larger update that will be released in 1-2 weeks.