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.)
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
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.
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.
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.
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.
@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.
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.
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
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.
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?