AVE II — ArchViz Explorer II

Hello @pbdarcey,

I have spent some time investigating the POI issue. I modified multiple parameters. However, the behavior currently persists in Unreal Engine 5.7. :man_shrugging:

Regarding Vagon Streams, the workflow is quite simple. You basically need to package your project and upload the compressed .zip file. Their team has prepared a written tutorial to guide you through this which I will share on Monday.
That said, there is a rotation issue with the touch input when streaming that appeared just recently. I am tracking this down and will share my findings, along with the documentation for Vagon.

Thank you again for your patience and assistance. :folded_hands:

All good. As per your release note this is a wip release and appreciated all the feedback / direction.

Cheers,

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Hi Karl,

I was curious what next update is going to have added in two weeks.

Overall i really like where this is going and just spending some time looking at units and the tables. Really simple to change / modify certain items.

Edit: Does this project currently build as a demo. I tried making one and cesium wont load on a build window project. No rush but curious on what to make cesium show up when you have a packaged prioject.

Cheers,

Hello @pbdarcey,

While we will call the upcoming version 2.1, it won’t include major feature changes. We are currently focusing on learning materials to help move the project out of Early Access.

  • Pawn: Refined and polished several functions (e.g. Update Orbit).
  • Localization: Added translations for French and German.
  • Gallery: Added basic scaling functionality for images and floor plans.

Regarding Cesium: Honestly, I’m not sure. We have made multiple builds without any issues on our end. Can you select the Google Photorealistic 3D Tiles actor in your scene, and then click the TroubleshootToken button?

Thanks for the info. That would be great for the gallery zooming feature.

Will try what you recommend and see what needs to be done to make it work.

Figured this out with the uploading.

BP_P01_Units

  • When you have a chance can you please write up how the bp_po1_units work and correspond with the table.
  • Seems straight forward but i have an issue where the units aren’t showing up in the table when the project is run, I might have tweak something but not sure.

Cheers,

I have another question. Where is the info for the unit description stored.

or the two bedroom ones.

I looked but must not have looked well enough.

Thanks,

Hello @pbdarcey,

I have drafted a brief guide on troubleshooting unit visibility. I haven’t had the time to polish it yet, it outlines the steps necessary to resolve issues.

Thank you for the info and will work through it.

Cheers,

HI Karl,

When you have a chance can you please send the ultra sky correction for the plugin to work?

Cheers,

Hello @pbdarcey,
We will have it ready on Monday. I will update this post at that time. :wink:

1 Like

Hi @KarlDetroit,

I had a couple of questions regarding the revised template thats now available and any upcoming enhancements.

As I am currently looking at implementing an Unreal use outside of the property development industry is it possible with the search facility to add additional fields for name or company etc.

Also with regards to the languages - is it possible to add more than just French and German as I need to supply to a global audience. Does it rely on externals such as Google Translate or similar to run??

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Maybe tommorrow :slight_smile:

Hello @KarlDetroit ,

Can you write documentation on how to connect data to “Runtime Datatable”?

Cheers,

Greetings,

“… is it possible with the search facility to add additional fields for name or company etc.”

@BIM_3D The template is quite modular and you are able to easily rebrand the user interface and modify the styling to match the company’s design/branding.

“… is it possible to add more than just French and German as I need to supply to a global audience. Does it rely on externals such as Google Translate or similar to run??”

We are including localization in the upcoming update (v2.1). It uses the basic Unreal Engine Localization Dashboard and doesn’t use any services like Google Translate. You will be able to easily expand it.

“… can you please send the ultra sky correction for the plugin to work?”

@pbdarcey I am truly sorry for the delay. I will send you the file via private message later today. We are currently in the process of recording some tutorials regarding that topic and couldn’t finalize them yet. :sweat_smile:

Can you write documentation on how to connect data to “Runtime Datatable”?

@Beka_VI Certainly, that is already on our list. I will add a new column for the requested tutorials and documentation to the Roadmap so you can track the progress. However, I must ask for your patience as our current workload is heavy. :smiling_face_with_tear:

3 Likes

Hi Karl,

Apologies as my question was not about rebranding but if it was possible to have a manual search field to type in, locate and move to any POI in the game/model
I am going to have hundreds of POI’s in my presentation (stand alone touchscreen for attendee interaction) and feel this could be a quick solution when searching multiple floors etc.

Hello @BIM_3D,

Thank you for the clarification. I now understand. A manual search field to filter Points of Interest sounds like a logical addition. I added that task to the roadmap. Thank you for the suggestion. :+1:

2 Likes

Hi. Can I use Ultra Dynamic Sky and retain the ability to change the time of day via the widget?

Hello,

Yes, you can use Ultra Dynamic Sky and still control the time of day through the widget. I created an AddOn for this setup.
Please send an email to contact@karldetroit.com. I will reply with the files and the instructions.

2 Likes

This is an amazing tool, quite expensive for personal use but it looked awesome. I am just curious, are we allowed to somehow personalize it? If not, do you have a quick list of things/blueprints that we are not supposed to modify and what are the things that we could mess up?

We would like to thank @Beka_VI who found and shared a solution for the flying POI glitch that occurs in UE 5.7. :folded_hands:
This is a temporary workaround. We hope that a future engine update will permanently resolve this issue.

To apply the workaround:

  • Editor Preferences > Level Editor > Viewports
  • Set Preview Selected Cameras to false.

1 Like