[SUPPORT] ArchViz Explorer

Thank you @thpdesignstudio for sharing your solution with us. Much appreciated! :folded_hands:

Hello @Shawn.Marvin14,

Yes, you can do that. Inside BP_Time_Widget, replace the BP_SunSky variable with an Ultra Dynamic Sky actor. Since the timecode in UDS works slightly differently, you’ll need to multiply TimeOfDay by 100.

Here are some screenshots for reference. (You can use a Timer instead of Event Tick to make it more performant.)



Hello, I did these and the updating of materials and the time of day is working but the spoitlights and pointlights aren’t dimming

Hi @KarlDetroit
I am facing two issues

  1. I have added a total of 10 POIs for different apartments, but in the game play, when I go to apartment search tab, I can only click and select on the first 4 POIs, I cannot select the others.
    They are visible in the filtering process, but I cannot click on them and view their information
  2. I have added a first person character to be able to walk around the building. But, when I go to the first person character mode after selecting surroudings or apartment selection tabs, the POIs are still visible, how do I hide them when I go to the first person character mode.

Hello @Shawn.Marvin14

Ultra Dynamic Sky provides a Blueprint component called Light_Day-Night_Toggle that you can attach to point/spot lights to automatically handle their toggling. You can find more details in the UDS documentation.

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Hello @thpdesignstudio,

  1. Please make sure that no collisions are blocking the POIs.
  2. You can retrieve all actors of the BP_POI class (which should already be stored in the Game Instance) and call the Disable_POI event for each of them.

There are no collisions, I checked.
I have noticed that when I click on the POI at a corner it gets selected, but not anywhere else.

Can you try debugging the issue using Unreal’s Widget Reflector? There might be a visible widget on the screen with an opacity value of 0.

Hi @KarlDetroit

I’m working on the section view, but the cut section is not from the top of the buildings and also when I try to unhide the section cut the building does not appear back.

tqvm.

Hi, @KarlDetroit!
Can you help me with opacity please? I want to increase visibility, but texture opacity for this POI is already 1,0. How can I mange opacity of my POIs at general. Is there any simple process? Thank you!

3d Widget in POI is visible in viewport, but is not visible in PIE.

I’ve already tried multiple options like changing opacity, checking if visible in rendering is on.

One solution I’ve come across is if i change the Blend mode of widget material while being in PIE, the widget gets visible, but when I stop and start the Playmode again, its not visible.

Please help me figuring out this problem.

Hi

@cekelatmanis, can you please make sure the SectionView_Initial_Volume is properly set in your BP_Explorer_Pawn. I would recommend copying the section volumes from the demonstration level into your scene.

@stayerimpact and @malik_217, could you both send me a personal message so I can look into your issues? It’s difficult to determine the root cause from here based on the description and screenshot alone.

Unreal Version 5.5 shows missing plugins

Hello @cute_fool,

Thank you for pointing that out. You can safely ignore the error by selecting “Yes.” We have already uploaded the cleaned directories and settings from the plugin twice, but it still attempts to include them in the project. This appears to be a bug, which will hopefully be resolved soon.

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Hi, @KarlDetroit. Can’t see how te send PM to you here, but I sent you email, check it please.

Hi, @KarlDetroit I faced a issue which show error " Please assign an Section View Initial Volume to your Main Explorer Pawn!" Message. According to previous comment above, the solution for this is to place the trigger volume above the building and assign the “Section View Initial Volume” from the detail of main explorer pawn as well as place the Trigger Volume above my building. I have followed the instructions but it still not solved the issue. Below are the screenshots on the detail panel of my explorer pawn

Hello @wong_sk,

You can safely ignore that message. Sometimes the project gets confused and doesn’t recognize that the Section View is already assigned. If it’s annoying, you can remove the Print String from BP_Explorer_PC.

Here’s a screenshot of the Print String node to be removed.

How to make the camera hit the wall instead of going through it. The do collision test is enabled in the spring arm. A collision is set up on mesh too. Please help me. I would like the camera to slide along the wall instead of passing through the wall when it collides with the wall on the POI.

Hello @zaebalsi28,

Unfortunately, I’m unable to help with that, as we haven’t been successful in changing the default spring arm collision so far either.

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Tq for the reply @KarlDetroit

Meanwhile I’m working on the section view function and yeah my projects get confused and doesn’t recognize the Section View Volume which I already assigned. So may I know what any possible solution to let my project recognize the section view volume and come out the result like how you show in Archviz Explorer?