[SUPPORT] ArchViz Explorer

Hi Karl , how can i fix the camera clipping throw walls , if i am moving in a cube and move with the pawn arround the walls , it passes through it , is there a way to fix this .

hello,i keep getting this result.

UATHelper: Packaging (Windows): C:\Program Files\Epic Games\UE_5.3\Engine\Source\Runtime\Core\Public\Experimental\ConcurrentLinearAllocator.h(31): error C4668: ‘__has_feature’ is not defined as a preprocessor macro, replacing with ‘0’ for ‘#if/#elif’
UATHelper: Packaging (Windows): C:\Program Files\Epic Games\UE_5.3\Engine\Source\Runtime\Core\Public\Experimental\ConcurrentLinearAllocator.h(31): error C4067: unexpected tokens following preprocessor directive - expected a newline
UATHelper: Packaging (Windows): Total time in Parallel executor: 3.19 seconds
UATHelper: Packaging (Windows): Total execution time: 4.81 seconds
UATHelper: Packaging (Windows): Took 4.92s to run dotnet.exe, ExitCode=6
UATHelper: Packaging (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\High Tech\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.3\UBT-testExplorer-Win64-Development.txt)
UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 7s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Error

i tried to package the project without any edit and still getting the same result

5.3.2 windows 10

(post deleted by author)

It’s working fine for the Archviz Explorer’s default map, but giving the same error on every new level being created. I added a trigger volume, named it “SectionView_Initial_Volume”, then added it to the section view of the BP_Explorer_Pawn. But the message is still showing. Any idea how to fix this issue ???

@KarlDetroit

Hello,

I’m experiencing a problem with packaging my ArchViz Explorer project. I haven’t added any additional plugins except for the default Fab and Quixel integrations.

To ensure the issue wasn’t caused by my edits, I tried packaging the project right out of the box without any changes, but the problem persists.

I’d like to note that my Windows system is set up properly, running **Unreal Engine 5.4, and I’m able to package other projects without any issues.

Here’s the last part of my Output Log for reference:
UATHelper: Packaging (Windows): LogTemp: Warning: 00000AABEC890640:UAnima4DStreamInfo:BeginDestroy
UATHelper: Packaging (Windows): LogTemp: Warning: 00000AABEC890640:None:UAnima4DStreamInfo::Destructor
UATHelper: Packaging (Windows): LogStudioTelemetry: Display: Shutdown StudioTelemetry Module
UATHelper: Packaging (Windows): Took 14.61s to run UnrealEditor-Cmd.exe, ExitCode=1
UATHelper: Packaging (Windows): Cook failed.
UATHelper: Packaging (Windows): (see C:\Users\MIQDAD\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.4\Log.txt for full exception trace)
UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 15s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Cook Failure

Could you please help me identify what might be causing this issue or suggest any steps I could take to resolve it?

Thank you

Hey @pushkar7462, @Sumant_Bag_1992,

This screen message appears on some systems due to an unknown reason. To suppress it, you can disable the notification by removing the “Print String” node inside BP_Explorer_PC, as shown in the screenshot.

Hey @FlavioFBueno,

You can find the instructions on changing gallery content in our documentation: ArchViz Explorer - Documentation - KARL DETROIT

Hey @xLogic121 ,

Please try enabling Do Collision Test for the Spring Arm inside BP_Explorer_Pawn

Hey @Hunubul,

set “Affect Distance Field Lighting” to false in your static mesh settings. You can find this option under Lighting > Advanced. Please let us know if this resolves the issue.

thank you…

I need some help. Suppose I have two buildings, and I want the unit search option to work separately for both buildings. When I select Building 1, the POI of Building 2 will stay disabled, and vice versa. How do I achieve that in Archviz Explorer and how to change the status of the POI during runtime, for eg. from available to booked, like dynamically @KarlDetroit ???

maybe you can duplicate the unit search button and function, It is just a thought but there is probably a better way to do it
for the second question you will need to use the runtime data table plugin

can you please point me to the proper plugin that’s available on FAB ???