Copy the section view from the main project. Also make sure your material is setup the same as the example one. I think it is opacity that you need to add to the materials. I figured this out in the forumns. lol
Hi @wong_sk,
Please feel free to send me a private message if you are unable to solve the issue.
Greetings!
Thank you for your continued interest in ArchViz Explorer. We’ve listened to your feedback and have some exciting news to share!
Despite some unexpected delays, we’re thrilled to announce that development on the next evolution of ArchViz Explorer, now called AVE II, is well underway.
AVE II is designed specifically to showcase construction projects and urban developments in a interactive way.
We have partnered with Vagon Streams to ensure AVE II is optimized for high-performance cloud streaming. This collaboration is transforming what’s possible in real-time visualization, breaking down hardware barriers, and enabling seamless experiences across any device.
What’s New?
We are building the project from the ground up to deliver the best possible template. It’s challenging to innovate with the current version due to its rigid and outdated architecture. With AVE II, we’re putting all the knowledge and expertise we have accumulated over the years into creating something that sets a new standard.
Here’s what to expect:
- New Framework: Modular and robust Blueprints designed to simplify the integration of new features.
- Improved Controls: Google Earth–style controls that allow you to orbit around the cursor/touch location.
- Improved UX/UI: Material-based UI elements redesigned with Common UI principles for a dynamic, more intuitive user experience.
- Enhanced Input System: Optimized controls for keyboard, mouse, and touchscreens using Unreal’s new input system.
- Smart POI System: A completely reworked Point of Interest system featuring grouping and advanced filtering, powered by Unreal’s new Gameplay Tags framework.
- Learning: Extensive documentation, including video tutorials, to help you easily learn and customize your projects.
- Seamless Pixel Streaming with Vagon Streams: In partnership with Vagon Streams, AVE II features built-in integration for no-code pixel streaming, delivering exceptional image quality and enhanced performance worldwide and across all devices.
Over the years, we have carefully gathered feedback and feature requests from our community and clients, many of which are being implemented in AVE II.
What’s Next?
Stay tuned for more updates as we move closer to releasing AVE II. We will soon share a public roadmap so you can track our progress and preview the new features. A dedicated forum thread for AVE II will also be created for ongoing discussions.
Thank you again for your continued support.
With gratitude,
Dennis & Stefan
Really interest on where this one will be going. Do you think you will be releasing any prerelease or beta for this project.. Would love to do testing for it. Cheers,
Hey Unreal Engine Community!
ArchViz Explorer continues to be one of the most popular and top-rated assets on the Marketplace and Fab — huge thanks to the talented team at @KarlDetroit!
Now, as Vagon Streams, we’re excited to announce our partnership with Karl Detroit to bring AVEII to the community. It’s been amazing to watch it come together, and we can’t wait for you all to experience it.
Thanks to our partnership, AVEII will come with native Vagon Streams integration to launch 4K & 60 FPS photoreal projects on any device. Our pixel streaming technology, powered by RTX ready GPUs, requires zero development. Just install the plugin, hit publish, and your project is ready to share or embed anywhere.
If you’d like to use pixel streaming in your projects, just send a message or book a demo at vagon.io/streams.
Best,
Serdar
Hi @pbdarcey,
Thank you very much for your interest and kind offer to help.
Our goal is to deliver a fully functional and bug-free experience at launch. That said, we will keep early access and testing opportunities in mind. Would you be so kind to remind us in the upcoming weeks?
Awesome work on your project!
Just a quick question:
How can I add a First Person Character and a Vehicle Class to this project?
Would love to hear your advice
Thanks a lot!
Hi,
I would like to know how to add Ultra Dynamic Sky to my Interactive project?
This is how to add it to the project [SUPPORT] ArchViz Explorer - #343 by KarlDetroit
can i get early access too please !
Hello @ahmednabil6000 ,
I recommend using the Possess and UnPossess nodes within your Player Controller. Here’s a snippet from our new Player Controller Blueprint. It’s not perfect yet, but it should give you a good starting point.
Hi,
I need help with the following -
(excuse me as I am new to Unreal Engine and I might be missing something very basic)
- When I click on a POI from unit search, and activate the section view, the other POIs which are on the top floors dont get hidden
- I have some instanced foliage on the roof, how can I hide those in the section view, because when I try to add the nodes in the opacity mask of the leaf materials, I lose the overall look of the leaf
- The shadows of the Routes are visible in gameplay
Hello @thpdesignstudio,
- In BP_UnitSearch_Widget, locate the
Filter
event and monitor theSectionViewVolume
values during play. Make sure they match as expected.
- In your leaf material, multiply MF_SectionView with the opacity mask of the leaf before connecting it to the final Opacity result.
- In
BP_Route
, within theBuild_Route
function, add a Set Cast Shadow node.
Thanks for your reply. @KarlDetroit
Can you explain point number 1 in more detail, because I am not sure what to look for.
All the nodes are connected properly in my blueprint.
EDIT - So I watched the values in both, my project and ArchViz Explorer, and compared.
I see no debug in my project when I click on the section button after selecting a POI
But in ArchViz Explorer, I see the filepath of the Section Volume
Now the question is how can I fix this?
EDIT 2 - The boolean of me select node was not connected to the Branch to show/hide POI
But when I finally did connect it, expecting to solve the problem, I encountered another problem in which my POIs are not showing at all when I go to unit search in Gameplay
1.How can i arrange or sort the list of POI’s ?
2.How to use Unit search with multiple data tables (eg. I have two different types of buildings in the same level and i want to create two seperate unit search Button for each of the different type of buildings.) How do i make it work?
Could you please test each Boolean individually by connecting it to the condition input of the Branch node (the one right before Show and Hide)?
- You can use the free plugin LE Extended Standard Library to sort your POI lists. In the screenshots, I applied the sorting inside the EntryList widget, but you can also use the same function right after fetching the POIs from the data table.
- This part is a bit tricky to explain in text, but try creating a new variable inside your POI and use it as a switch to select between the two data tables.
what is the input type for object A, B ? Tried with Name,string but get display is not showing up.?
The section view isn’t cutting in the builded project, how can I fix this? The section view cut normally in the editor! @KarlDetroit