[SUPPORT] ArchViz Explorer

Hi Karl. Is there any way i can show the particular Routes for a given POI list and hide all the other Routes. Eg: If there are two POI in Connectivity A and B and both have different Routes so when i click on POI A only the route that is tagged to A is visible and the Routes for B is hidden.
Please let me know if there is a way?.
Thank you!

Hello @Era785,

We don’t have a video tutorial, but you can find a general explanation of the Section View feature here: https://karldetroit.com/archviz-explorer-documentation/#sectionview

I recommend searching for the Section View Volumes in the Outliner (right editor panel) and copying them from the demonstration level into your own level. Then you can duplicate and place them wherever needed.

The Unit Search functionality inside BP_UnitSearch_Widget is actually fairly straightforward. Feel free to send us a PM or email if you run into any specific issues.

Hello @KiranJohn,

I read your question a couple of times and I hope I understood it correctly. :sweat_smile:

You can disable all other routes by connecting the “Disable Route” event to the False output of the Branch node that follows the tag query. Here’s a screenshot from BP_EntryList_Widget for reference.

You will still need to fine tune the logic, but this should point you in the right direction. You can call that event from anywhere once you get the POIs from the Game Instance reference.

Hi Karl. Wonderful template. whenever i run the project, the shadows and details of trees are very blobby unless I zoom closer, how can I control the overall zoom distance. Appreciate in advance. Thank you

Hi @sidko1,

The trees are just placeholders, and I would actually recommend replacing them with high-quality ones from the marketplace.
Could you share a screenshot of the issue?

Do you mind re-sharing the screenshot.? I cannot see it. I tried a few logic to make it work but it was a mess. :sweat_smile:

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Hi Karl, Please see the screenshot, All I want to control is to make the shadows of static meshes & trees visible even at far. Otherwise the overall model looks plasticcy. Once I zoomed in, the shadows are visible. It is only when it is at far. Appreciate your support. Thank you

This is not a plugin issue.

Try this console variable it should be able to solve your problem : r.RayTracing.Culling 0

Hi Karl, in the provided footage, Using the archviz explorer template
there is weird interaction between this POI material and other materials (probably ones with metallic or transparent ones) in the video i am talking about the pool material .
Can you assist with this please.

how can i use section volume button with amenities ?


how can i select poi in runtime when i place it behind glass ?


Are you guys able to use Archviz Explorer on UE 5.6? Or is it just me facing multiple issues with nodes being deprecated? @KarlDetroit would we receive a UE 5.6 version of Archviz Explorer?

Update: This seems to be an issue only because of Runtime Data Table Plugin which is not updated for UE5.6 yet. Otherwise, the rest of Archviz Explorer is still perfectly functional upon Migration. Please ignore this, guys!

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Hi Karl,
I’m ready to move forward on UE 5.6, and I’m interested in purchasing ArchViz Explorer. However, I noticed it’s still listed as compatible with 5.5.

Just checking in, Are there any updates on when the 5.6 version will be available? We’re holding off until it’s confirmed.

Hello @AnasMh2025,

Thank you for pointing that out! We will be updating the project to UE 5.6 by tomorrow. However, please note that the approval process can take a couple of days.

In parallel, we are also working on the upcoming AVE II, which we plan to launch in a month or two. You can learn more about it in this thread.

For anyone new to Blueprints and ArchViz in Unreal Engine, I highly recommend starting with ArchViz Explorer. For larger teams or more experienced Blueprint developers, AVE II will be a better option.

Hey @ahmednabil6000,

Please make sure that the glass mesh has its Collision Responses for Visibility and Camera set to Ignore. Alternatively, you can disable collision for that mesh entirely.

Hey, quick question. Is it possible to read in the simulation several levels?

Currently I use 3 levels:

  • L_Main is the main level where I compile the others and apply my ultra dynamic sky. (this is the current level of simulation).
  • L_BAT is the level of my building.
  • L_SIT is the level of my environment (Cesium & site modeling)

I tried to use a “LevelStreamingVolume” or a “TriggerVolume” but nothing happens :confused:
An idea?

Hey @KarlDetroit Great product! I have a quick question regarding POI_filter .
It doesn’t show in play mode when I click on “unit search”. I followed the steps outlined in your documentation:

Added a BP_POI actor and set the POI Type to Filter.
Added the appropriate row in the POI Data Table with the same name as in the BP.
Also tried duplicating an existing POI from the scene, but it still doesn’t show up in Play Mode.

Is there a step I might be missing to get the filter to display during runtime?
Appreciate any guidance and thanks in advance!

Hi. I’m trying to increase the price limit and the maximum size that appears in the unit search. How can I change it from 650k to 900k?"

Hello @dsilv4,

You can set the value inside of BP_UnitSearch_Widget. Here is a screenshot.