More Pages: ArchViz UI V2 Documentation

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1 Overview
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2 UI Features
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3 Get Started
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4 Info Map
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5 BP Actors
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6 Manage Clients
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7 FAQ
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8 Tutorials

Arch Viz UI - Tutorials & Examples

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

Jump to YouTube channel

Content:

Info Map and Locations

Material Swaps

Mesh Swaps

Create the example project

Migrate to (or update) your project

Multiple Material IDs

Print List with EFM Easy File Manager

Print List with Rama Victory Plugin

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 different mesh choices for a set of dining chairs. As seen in the main example level.

Create the example project

After purchasing the ArchViz UI it will appear in your Unreal Engine Library in the Epic Games Launcher (not to be confused with the Games Library).

From there Create a new project.

  • Name: Needs to be max 20 letters. No special characters.
  • Folder: A folder in your storage. The name of the project will be used as the main project folder.
  • Engine Version: Choose the appropriate version.

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Migrate to (or update) your project

Once you created the example project with your desired version you have to migrate the UI content to your project. You can
  • Migrate the UI folder to only copy all necessary UI actors
  • Migrate the ArchVizToolsV2 folder to copy all UI actors and all other assets used in the example project
Use the Content folder of your project as the target.

UI Updates

From time to time an update becomes available for the UI. Then you have to update your example project first. Confirm to overwrite all local existing content or some files won't be updated and the whole project becomes corrupted.

After that migrate the UI to your project and confirm to override any existing content or your project will get corrupted.

None of your data containing actors (swap actors, info map, location actor) will be overridden. You may have to adjust a few minor things but most of the times the project should work the same way it worked before the update.

Unreal Engine Updates

Since 4.23 to 4.26 engine versions have been compatible and you could switch to the new version without updating.

I would always recommend to stick to the engine version you started a project unless it is really necessary to update. The UI uses some advanced engine features and there is always a chance that one of those features won't work straight away with a new engine version.

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Multiple Material IDs

Mesh Swaps

The mesh swap blueprint actor has a material array for each choice. 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.

Material Swaps

This actor has a tick box to switch to multi materials. You can either choose a single material ID being swapped or use the multi material array to swap more than one material per object.

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Print List with EFM Easy File Manager

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

You need a file management plugin to print out the list. Unreal currently doesn't have this feature by default. EMF Easy File Manager is a good solution. Get it from the marketplace and enable it in your project plugin settings.

EFM on the market place

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Then open the SDotCharacterV2 and look for the function "CreateList". In this function look for the white commented area as seen in this image.

Complete the node setup as seen on the right.

The list will be saved in a subfolder (Lists) under the client name and a timestamp like 'ClientName_2020-11-30_15h42min12.html'.

Client Management

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Print List with Rama Victory Plugin

You can also use the free Victory Plugin from Rama to save the list files. There is a version for each engine version available from the link below.

I couldn't get it working in a 4.23 packaged build! - It is a free plugin and you may already have it so it might be worth a try. Use the EMF plugin described above if it crashes.

To install it unzip the downloaded file to a (new) folder called 'Plugins' in your project.

Ramas Victory Plugin in the forums

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Complete the nodes as seen in the image on the right. If the packaged build crashes try the EMF plugin mentioned above instead. It in only costs a few dollar and has been working in all engine versions.

Read more about client management

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By default the save directory for packaged games is: ../ProjectName/ArchVizUIV2/Saved/.

And for running the project in the editor it is: ../ProjectName/Saved/

By default lists and screenshots will be saved in subfolders in the default save directory.

You can now set a custom path where screenshots and lists will be outputed. Untick the box for 'Default Save Directory' and enter a valid path as a Save Directory in the Info Map's Details Panel you placed into your scene.

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You can enter a client name. This name will be part of the screenshot and list names to identify them: Clientname_2020-11-5_15h31m45.png.

Press [N] on a keyboard to open an input widget that allows you to enter the name. The default name is 'Client' if no other name has been entered.

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Press [i] on the keyboard to take a screenshot. Screenshots will be saved like that: Clientname_Date_Time.png

You can define the size of the screenshot in the info map blueprint in the 'Cinematics' section. You can enter the size as a multiplier of the current viewport size, like 2 for double the viewport size. Or you can enter a fixed size, like 1920x1080 or 3840x2160. Be careful not to enter too large sizes as that can crash the application or the editor.

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Up to 5 game states can be saved and loaded per client. If no client name has been entered the default slots will be used.

Press the [1] to [5] keys to load a previously saved game state.

Hold [Shift] and press the keys [1] to [5] to save a game state.

All material and mesh choices and the current scenario will be saved with the game state. They are saved as a file on the hard drive and can be reloaded at another session if the same client name is entered.

An example of how screenshots will be saved with the client or default name and a time stamp.

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Lists will also be saved with the client name and a time stamp. This allows to save multiple lists.

How to enable the printing of lists in the SDotCharacterV2 via a editor plugin can be read a bit further up in the previous chapter on this page.

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Pressing [L] on the keyboard will save a database and Excel friendly CSV file. [Shift]+[L] will save a simple HTML file.

The logic for creating the list can be found in the SDotCharacterV2 in a function called 'CreateList'. Feel free to customize the look of the list if you are comfortable using blueprints.

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