Hello, good afternoon. How did you get to this part? I can’t find it in BP_Poi.
That seems to have solved my problem!
yes i will keep that in mind.
Thanks for the help!
Hi, I was wondering if there is a way to change the color of regular POI(not POI_filter) in runtime? For example, I added a button in the Info Widget that should change the color of selected POI to specified color?
Hi, when I use the “Take Recorder” to record my project. What should I add to the “source” button? I added some actors, but the whole scene stuck when I pressed the record button.
I just want to record and create a video like this. Is there any way to record the screen like this?
thanks.
hi im coming across a problem that is not allowing me to compile my BP_Info_Widget properly. Any solutions will be greatly appreciated
That’s just a warning, not an error, and it is in the default project.
you can ignore it, and your project will work just fine.
Hi, are there any plans to update this to UE 5.7 versions? thanks!
Hi. How can I change the scene center? When I press the Home button in play mode, the view shifts to 0-0-0, but my building is at different coordinates.
I'm using Unreal 5.6. I downloaded and installed Archviz Explorer and have been using it for quite some time, but components like BP_AveSunsky are missing. Also, the Time Slider isn't working. I would be very grateful for your help.
Hello @Dim1,
You can adjust the pawn’s default location for the Home button inside the BP_MasterMenu_Widget Blueprint. Just type in the correct coordinates where your building is located.
The current version uses the Engine’s default SunSky actor.
- Can you verify that the Sun Position Calculator is enabled in your Plugins settings?
- After that make sure a SunSky actor is present in your level. The
BP_Time_Widgetautomatically searches for this actor and will only be visible in-game if it finds one.
Greetings,
The journey with ArchViz Explorer has been incredible. We can hardly believe that almost 7 years have passed since the initial version (September 1, 2019). We still get excited when we see the projects you build with it.
I confess that there were times when we drifted away, distracted by client work and life’s obligations. As many of you know, it can be hard to get by solely on selling digital assets. Beyond the financial aspect, the physical and emotional toll of long hours in front of the computer can sometimes be overwhelming.![]()
However, looking back now, creating ArchViz Explorer is one of the best things we have ever done. It acted as a spark that blessed not only our professional lives but our personal lives as well. One of the best parts has been making friends all over the world. We have even been lucky enough to go on adventures and hang out with some of you in places like Türkiye, Italy, Slovakia, and Serbia.
![]()
Now, with AVE II, we are ready to take the next big step. We have poured everything we have learned over the years into this new foundation. We built AVE II from the ground up to include a completely new modular framework, an enhanced input system, and a new material-based UI in order to set a new standard for interactive ArchViz projects.
You can check out the new AVE II here
You can join the discussion and learn more about AVE II in this forum thread
From the bottom of our hearts, we thank each and every one of you who has supported us along the way. We hope you will join us for this next chapter.
![]()
With gratitude, ![]()
Dennis & Stefan
Hello,
I followed the guide you shared above and replaced SunSky with Ultra Dynamic Sky (UDSky) step by step inside BP_Time_Widget, matching everything exactly as shown. Unfortunately, the result is not working as expected.
After that, I changed the UI design from a Horizontal Slider to a Radial Slider and rebuilt the logic using the Blueprint nodes shown in the screenshot.
Current behavior:
-
When I press Play, the Radial Slider itself works correctly
(for example, if I set the initial time to 9:00, the slider visually starts at 9:00) -
However, even if the scene is in daylight in the editor, when I press Play the level always starts at night
-
When I move the Radial Slider, the lighting in the scene changes only very slightly
(the sun direction moves roughly 5–10 degrees), but there is no real day/night transition -
In short, the lighting change is barely noticeable and the full day ↔ night cycle does not happen
Could you please advise what might be missing or incorrect in this setup?
If anyone else has experience with this issue, I would also really appreciate your input.
I’ve been searching for a solution for several days now, but I haven’t found any clear explanation or working example that addresses this exact problem.
Thank you in advance ![]()
Hello @KiranJohn,
I would recommend utilizing Enums or String Arrays instead of a set of integers for this. Please send me a private message if you require help with the implementation. ![]()
UDS utilizes a different time format compared to the Unreal Engine SunSky actor. You generally will need to multiply/divide the value by 100 in order to match them.
For example, 12:00 is represented as a float value of 12.0 with Unreal’s SunSky, whereas it is 1200.0 with UDS. I suggest that you try to debug the values by using a Print String node or WatchThisValue option while playing. Please let us know the outcome.
Hi Karl,
Thank you very much for the explanation and guidance — it was really helpful.
You were absolutely right about the time format difference between SunSky and UDSky.
After adjusting the logic by multiplying/dividing the values by 100, everything started to behave correctly.
I’ve now successfully replaced SunSky with UDSky (Ultra Dynamic Sky) , including a Radial Slider–based time control and proper time text formatting (hours/minutes).
Everything is working like a Swiss watch now ![]()
I’m attaching a few screenshots of my Blueprint setup below.
Hopefully this can be useful for anyone else who wants to switch from SunSky to UDSky in the Archviz Explorer template or similar setups.
Thanks again for your help!
@KarlDetroit Thanks for the help i figured utilizing Enums instead of Integers.![]()
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