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![Interactive Doors - Reference ../images/architecture/2024/door-settings/thumbs/03.jpg](../images/architecture/2024/door-settings/thumbs/03.jpg)
Settings
![Overview Arch Viz UI3 (version 3.2 And Newer) ../images/architecture/2023/ui32/thumbs/01.jpg](../images/architecture/2023/ui32/thumbs/01.jpg)
UI3 Overview
![Universal Doors (V.2) Unreal 5 :: Documentation ../images/architecture/2022/doorsv2/thumbs/01.jpg](../images/architecture/2022/doorsv2/thumbs/01.jpg)
[old] Doors UE5
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Quick Start
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Swap Actor
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Custom Assets
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System Drawings
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Step by Step
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Tips & FAQ
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Settings
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Video Guides
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Quick Videos
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Designer
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Cost Tracking
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Features Overview
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UI3 Quick Guide
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Scene Settings
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Connect External
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VR projects
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Version History
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F. w. Preview
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Fix Known Bugs
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UI Settings
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UI Layout
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Input & Gamemode
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FAQ + TIPS
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V4 Functions 2
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V4 Functions P1
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V4 Quick Guide
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Ver History
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V3 Placements
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V3 Mesh Def.
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V3 Segments
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V3 Quick Start
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Books V2
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Books V1
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Customize
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Quick Guide
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Swap Actor
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Doors FAQ
![Universal Door Blueprint V1 - UE 4.25 ../images/architecture/0019/v2/thumbs/01.jpg](../images/architecture/0019/v2/thumbs/01.jpg)
Doors UE4 (V1)
![UI3 Bugs And Fixes ../images/architecture/2021/ui3-bugs/thumbs/02.jpg](../images/architecture/2021/ui3-bugs/thumbs/02.jpg)
3.1 Bugs Fixes
![Kitchen Builder Version History ../images/architecture/0040/history/thumbs/02.jpg](../images/architecture/0040/history/thumbs/02.jpg)
Ver History
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V2 Generic BP
![[2 B] Generic Spline Blueprint Examples ../images/architecture/0023/v2-examples/thumbs/01.jpg](../images/architecture/0023/v2-examples/thumbs/01.jpg)
V2 Examples
![[1] Railings Clone Blueprint Documentation ../images/architecture/0023/v1/thumbs/01.jpg](../images/architecture/0023/v1/thumbs/01.jpg)
V1 Railings Fences
![ArchVizUI User Guide Pt.1 ../images/architecture/2019/guide1/thumbs/01.jpg](../images/architecture/2019/guide1/thumbs/01.jpg)
UI 1 - Part 1
![Arch Viz User Interface V1.4 ../images/architecture/2018/03/thumbs/06.jpg](../images/architecture/2018/03/thumbs/06.jpg)
UI 1
![ArchVizUI User Guide Pt.2 ../images/architecture/2019/guide2/thumbs/01.jpg](../images/architecture/2019/guide2/thumbs/01.jpg)
Ui 1 - Part 2
![Arch Viz User Interface V2 ../images/architecture/2019/ui2/thumbs/01.jpg](../images/architecture/2019/ui2/thumbs/01.jpg)
1 Overview
![Arch Viz User Interface - Features ../images/architecture/0013/features/thumbs/04.jpg](../images/architecture/0013/features/thumbs/04.jpg)
UI2 Features
![Arch Viz UI & Tools - Getting Started ../images/architecture/0013/start/thumbs/01.jpg](../images/architecture/0013/start/thumbs/01.jpg)
UI2 Get Started
![Arch Viz User Interface - Info Map ../images/architecture/0013/infomap/thumbs/06.jpg](../images/architecture/0013/infomap/thumbs/06.jpg)
UI2 Info Map
![Arch Viz User Interface - Interaction ../images/architecture/0013/actors/thumbs/01.jpg](../images/architecture/0013/actors/thumbs/01.jpg)
UI2 BP Actors
![Client Management And Save Slots ../images/architecture/0013/users/thumbs/01.jpg](../images/architecture/0013/users/thumbs/01.jpg)
UI2 User Manager
![Arch Viz User Interface & Tools - FAQ ../images/architecture/0013/faq/thumbs/03.jpg](../images/architecture/0013/faq/thumbs/03.jpg)
UI2 FAQ
![Arch Viz UI - Tutorials & Examples ../images/architecture/0013/tutorials/thumbs/06.jpg](../images/architecture/0013/tutorials/thumbs/06.jpg)
UI2 Tutorials
![UI3 User Interface - Before March 2023 ../images/architecture/2021/ui3/thumbs/01.jpg](../images/architecture/2021/ui3/thumbs/01.jpg)
UI3 Overview
![Getting Started With UI3 ../images/architecture/0033/start/thumbs/02.jpg](../images/architecture/0033/start/thumbs/02.jpg)
Getting Started
![UI3 Info Map ../images/architecture/2021/ui3-infomap/thumbs/02.jpg](../images/architecture/2021/ui3-infomap/thumbs/02.jpg)
3.1 Info Map
![Variation Actor ../images/architecture/0033/variation/thumbs/01.jpg](../images/architecture/0033/variation/thumbs/01.jpg)
Variation Actor
![UI3 Other Blueprint Actors ../images/architecture/0033/other/thumbs/02.jpg](../images/architecture/0033/other/thumbs/02.jpg)
Other Blueprints
Arch Viz UI & Tools - Getting Started
Follow the steps here to get started with the Arch Viz User Interface
NOTE: This product has
been superseded by
Arch Viz
User Interface V3 (UI3)
Content:
1. Migrate User Interface
Go to your library in the Unreal Launcher, look for the ArchViz UI and Interactive Tools project and use the option to create a new project. Choose the desired engine version and shorten the project name a bit to 20 letters max.Open this project and then migrate the user interface to your personal project's Content folder:
- Migrate just the UI folder to get all UI-related assets and blueprints.
- Migrate the ArchVizToolsV2 folder if you want to use assets used in the example project.
NOTE:
This documentation covers version 2.0 and later of the User
Interface first released
on August 8 2019 for Unreal Engine 4.22 and later.
All actors for version 2 live in the folder
Content/ArchVizToolsV2 while
version 1 was located in folder Content/ArchVizUI.
![image 01.jpg image](../images/architecture/0013/start/01.jpg)
2. Project and World Settings
Open the persistent level of the current scene you want to run the interface with. Then go to the World Settings and set the GameMode Override to SDotGameModeV2.Once in the world settings you can tweak the Lightmass Settings to get better lighting in your scene. In the example image the changes are fairly moderate and won't overly extend your build time.
![image 02.jpg image](../images/architecture/0013/start/02.jpg)
- Set the Reflection Capture Resolution to something higher than the default. No need to go crazy with it.
- If you want to use planar reflection for large mirrors then activate Support global clip plane for Planar Reflection. This will take away a tiny bit of performance so only activate it when necessary.
You will be prompted to restart the editor. So close the editor because we need to add a config file in the next step.
You can also set the 'Editor Startup Map' and 'Game Default Map' to your persistent level in the 'Maps and Modes' section.
![image 03.jpg image](../images/architecture/0013/start/03.jpg)
3. Copy DefaultInput.ini
Copy the file DefaultInput.ini from the ArchVizUIToolsV2 project to your project. The file is in the 'Config' folder and that's where it needs to go in your project.![image 04.jpg image](../images/architecture/0013/start/04.jpg)
4. Place the Info Map Blueprint
Drag the BP_SDotUIToolsInfoMap into the scene. You can add a floor plan texture to it and rotate it with the Floorplan Rotation settings. You can't use the Transform/Rotation but you can align and scale it with the Transform values as good as it goes.If you don't have a floor plan texture, the default texture will do for now. But you will need a floor plan texture eventually.
![image 05.jpg image](../images/architecture/0013/start/05.jpg)
5. Place a Player Start
Place a player start and a Blocking Volume underneath into your Persistent Level. The blocking volume will keep the player from falling through the floor while the floor mesh is loading.There shouldn't be any more assets in the persistent level. You will need a different persistent level for recording sequences. More in the Examples section.
![image 06.jpg image](../images/architecture/0013/start/06.jpg)
![image 07.jpg image](../images/architecture/0013/start/07.jpg)
6. Add the Preview Renderer
The Render Stage will auto-generate preview thumbs if no custom thumb texture has been provided. All you need to do is drag the blueprint BP_SDotRenderStage into the scene. Move it far away enough from the main scene so no light can interfere with the render stage and the other way around.The Render Stage can render up to 20 thumbs for each choice.
Make sure the main post process volume for the scene is unbound or extend/copy it to cover the Render Stage as well.
Some HDRI images in the skylight or fog can cause weird artifacts in the preview thumbs created with the Render Stage. Try to disable fog or the HDRI in the skylight if your preview thumbs are distorted.
![image 08.jpg image](../images/architecture/0013/start/08.jpg)
![](../images/general/top.png)