Create a Get Player Pawn node and connect it to the Cast To BP_Explorer Pawn Object input.
Edit: You might have multiple Explorer Pawns in your scene. Try to get the one which is possessed by the player.
The same scene in both prints, but one is close (the dark one) and the other is far away (the light one), I wanted to know how to make the skylight light enter through the mesh cut using the section view of the archviz explorer!
Can you try closing the holes in your mesh and increasing the distance field resolution? If that doesn’t help, try disabling Affect Distance Field Lighting for that static mesh in your scene.
How can I change the amenities images to be different?
When i change media from POI_Info_Struct they all have the same photos, i want to make each amanita have a different image
@KarlDetroit Hello, Karl! Thank you very much for your brilliant ArchViz Explorer! Almost done with my project, creating landscape 8x8km. Can you help me with my issue please? If I go far away from POI (pan mostly), POI dissapears and never appears again if I close to it in PIE mode. I am using world partition, Unreal makes HLODs automatically, may this cause a problem? Excluding HLODs for widget component do nothing. Max cull distance is inactive to set in POI settings. Can you give some advise to me please?
I am using this ArchViz Explorer template for a stadium, and when I am using the Amenities tab I would like the ability to view the POI’s from both the outside and the inside of the stadium. I have noticed that when you click on an Amenity POI, the beginning starting camera direction points to the center of the project/building.
Is there a way to change the initial camera direction upon clicking an Amenity POI so that once clicked, I can view the POI from within the stadium where the camera isn’t aimed at the center of the project (like below)?
I would like the ability to rotate the spring arm 180 degrees (like this image) when I first click on the POI so that the particular view is not blocked by exterior stadium elements. Thanks so much for your help!
Please check the “POI Type”. If your POI is of type POI Filter, it takes its color information based on the Availability status of that unit. You can set these colors within BP_POI > Update_POI_Color function.
Thanks for your response,
I checked, The type is already set to POI and not POI Filter.
Even for POI Filter, when I configure an apartment as sold, it still stays blue, not red.
EDIT - After comparing the POI in my project with the original POIs in the archviz project, I have noticed the following :
When I go to the POI_Geometry details>double click the material> I don’t see any array elements in the ‘vector parameter values’
Is this the issue? if yes then how do I set it back to normal?
Adding it manually from there is not working for me, I tried,
When I begin test-playing my game and utilize the amenities tool, none of the subcategory elements (POI name, color of geometry, etc.) at first, but if I turn off a specific subcategory and turn it back on then all of the POI’s and their respective info in that subcategory show as normal. Would you happen to know how I may have caused this issue and how this may be corrected? Thanks so much!