Game Dev



Arch Viz UI - Tips, Bugs & Examples

A few tutorials and examples. Patches will be here as well. Browse down to find any.

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:: Overview

15 images :: Gold Coast :: Unreal 4 :: 2019

Info Map and Locations

Quick Video Tutorial about how to set up the basics to get started. Place a Info Map blueprint, add streaming levels and floor plans and add some teleport locations.

Material Swaps

Basic tutorial for how to add material swap choices for a dining table.

Mesh Swaps

Basic tutorial for how to add 4 different mesh choices for a set of dining chairs.


Assets with multiple Materials prior to V2.3

This is for Versions 2.2 or earlier!

Traditionally ArchViz assets have multiple tiling materials. Although this is not optimal for Unreal Engine projects a lot of assets carry this feature into your project.

You can use multi material assets with the user interface. It is just a bit more work to set swaps up. Below are 2 examples for the microwave that comes with the ArchVizToolsV2 project.


NOTE: For version 2.0! From V2.2 on you can use a multi-material array now.

Material Swaps

To swap the materials of a multi material asset you need to use an asset group for each material that has to swap. The microwave has 4 material IDs. But only two of them actually change.

Once you set up the choices for the first ID '0' you can simply add another Asset Group and then copy all data from the first group to the new group.

  • Right click onto the '> 0' that indicates the first Asset Group array.
  • Choose 'copy'
  • Then right click onto the '> 1' that indicates the 2nd Asset Group array.
  • Choose 'paste'
  • Set the 'Asset Material ID' in the 2nd Asset Group to the new value (3 in this case)
  • Replace the material choices with the control panel materials

    Tips for the Preview:
    The preview mesh will only change the material from the first array at the moment. You probably have to use the default cube for the preview mesh. You can also try the 'P_UI_Cube100'. This mesh cube has different mappings on each side. Use the Preview Mesh Rotation and Angle to get the best resolution.

    Remember you can use the mouse to reorder the Asset Group array. Use the little icon of dots to drag an array element to a new position.

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    Mesh Swaps

    The mesh swap blueprint actor has a material array for each choice. Here you can just add all the materials for the mesh that are supposed to change. Material IDs that do not change for any of the choices can be left empty.

    The microwave in the example has 4 material IDs. But only two of the IDs actually change. The material for 'ID 0' and the material for 'ID 3'. Therefor 'ID 1' and 'ID 2' can be left empty.

    In this example both mesh choices are using the same microwave mesh. (So it would be better to just swap the material.) Please imagine the 2nd microwave would actually be a different model.


    BUG: Mouse click moves the player around.

    [V2.2 fixed in V2.3] The player may move around slightly when clicking anywhere other than a menu. Even when target move is disabled.

    To fix this problem search for the Event Tick in the Event Graph of the SDotPlayerCharacterV2.

  • Add a branch right after the Tick node and plug the variable "Use Mouse to Target Move" into the Condition.
  • Then follow the white line to the next Branch node. Remove the "Use Mouse to Target Move" node from there and change the connections like in the yellow square in the image on the right.

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    Bug: VR Scene Travel Not Working (fixed in V2.4)

    [V2.3] has a bug where the scene travel feature including the quit button doesn't work in the VR-Style menu. To fix this get the patch (link below) and replace the 4 yellow marked blueprints or widgets. This will also fix the (X) being displayed instead of the (A) button on some VR menus.

  • SDotCharacterV2
  • SDot_VRDesignSchemes
  • SDot_VRScenarios
  • SDot_VRSceneTravels

    Extract the files to a temporary folder and then replace the 4 files in the folder
    ArchVizUi_V2_3/Content/ArchVizToolsV2/UI with the ones from the patch. Only for V2.3!

    Patch V2.3.1 ...

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    How to create a List

    You can create a list in either CSV or HTML format and output it in the output log.

  • [ L ] - will output a CSV file (Excel)
  • [Shift L] - will output a HTML file

    Get a plugin like "EFM - Easy File Manager" to save the list to a file. Activate the plugin in the project settings (requires restart).

    Then open the SDotCharacterV2 and look for the function "CreateList". In this function look for the white commented area marked as "Output" and replace it with the nodes below. You have to create a EMF file variable. Best to drag it off and promote it from the output pin "New Created File" in the "Create File" node.

    The file created will be saved in the folder you set in the 'Create Full Path' node. In the example it is 'Lists' and will be in (MyProject)\Saved\Lists. There will be only one version of the file in this directory. You will need to copy the file out to a separate directory if you work with multiple users.

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    BUG: Moving Fridge

    [Fixed in V 2.5]

    The location and rotation offset of a swap mesh variation is not reset before applying the next offset. So when repeatedly choosing a variation the asset will slowly move away from it's origin.

    To fix that replace the nodes marked in the image below or replace the BP_SDotMeshSwaps blueprint in your UI folder with the one from the patch.

    Patch V2.4.1 ...


    BUG: some preview images don't show up

    [fixed V2.6 50/2020]

    To fix this open the widget SDot_Combined_Swaps. Click on the [Graph] section on the top right. Look for the Function 'GetCustomPreview' and open it with a double click.

    Make the change seen in the image below. The green line from Input node 'Choice ID' needs to be connected to the 2nd 'Get' node and not the first one.

    This should fix all missing preview textures.


    BUG: All preview images are rendered white

    This happens when a Sun and Sky Actor is in the scene. This actor is part of the new Archvis template for new projects from 4.24. The sun might be physically correct but is extremely bright. The render to texture camera used to render the preview thumbs does not support exposure compensation. That makes all images extremely overexposed (white).

    The work-around would be to manually set the sun brightness to something more reasonable, like 10 lux. Double click the directional light to make that change. You may also set the sun to be stationary if you want to bake the lighting.

    As a good alternative I recommend the 'Ultra Dynamic Sky' from the marketplace which creates a great sky if exact positioning of the sun is not required. It doesn't cause any of the other problems the new Sun and Sky actor causes for interior scenes.

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