Tutorial / 25 January 2021

ARCHVISUALIZER DOCUMENTATION

    INTRODUCTION

Welcome to the ArchVisualizer Documentation. This blog is designed to give you an overview of various features inside the tool. Feel free to write me your questions and suggestions and I will try to answer as soon as possible: Contact 

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     QUICK START GUIDE 

To begin using Archivisualizer into your own project, you need to do the following.

Archivisualizer comes as a “complete project” and is therefore intended to be used as a base template that you can build upon.

  1. Open your project and activate the "sun Position calculator" plugin and the "hdri backdrop" plugin (the latter is not mandatory) 
  2. Close your project.
  3. Open the archivisualizer folder, "archivisualizer / Content" and copy the "archivisualizer" folder 
  4. Open your project folder, "projectName / content" and paste "archivisualizer" 
  5. Open the archivisualizer folder, "archivisualizer / Config" again and copy the "DefaultInput.ini" file 
  6. Open your project folder, "projectName / config" and paste "DefaultInput.ini" 
  7. Now you open your projectName.uproject 

After you have successfully set up the BP_ArchvizMode, everything will be functional and you can start using all of the Archivisualizer interactive functions in your project. 



    INITIAL SETUP

In order to begin using the Archivisualizer you must first enable the BP_ArchvizMode:

  1. Now open your map.
  2. In the editor file menu, go to Edit > Project Settings > Maps & Modes > Default Modes and set the default GameMode to BP_ArchvizMode 
  3. In the editor file menu, go to Edit > Project Settings > Maps & Modes > Game Instance and set the default GameInstance to BP_ArchivisualizerInstance
  4. In the World Settings Tab, set GameMode Overrideto BP_ArchvizMode


                                                                                                                                                                                                                                                             

    ADD YOUR LOGO

Follow these steps to add your own logo to the project:

  1. In the content browser, go to the folder Archivisualizer > UMG
  2. Open the Main widget
  3. In the Hierarchy panel, search "logo" in MainCanvas and select it.
  4. In the Details panel under Appearance, roll out Brush and replace Image with your logo or the image of your choice.
          

    FLOOR MAP SETUP

Follow these steps to setup the Live Floor Plan Map:

  1. Add BP_MiniMap to your level
  2. In the details panel, add the number of Floor Map Textures for each story of your project. (i.e. 2 story would have 2 Floor Textures)
  3. Plug your floor plan texture into each slot. You will need to create a floor plan texture for each floor plan in Photoshop or similar program (2048*2048 px). 
  4. In the details panel, add the number of Floor Heights for each story of your project. (i.e. 2 story would have 2 Floor Heights)
  5. Rotate and scale until your floor plan texture aligns with your model (Use only uniform scale).
  6. In the details panel, adjust floor heights so each floor plan texture aligns with the floor of the corresponding story.
  7. In the details panel, adjust editor viewport map opacity as desired.



    TELEPORT SETUP 

In order to use Teleport points, you must have BP_MiniMap set up in your level.

  1. Add BP_Teleport to your level 
  2. Move the BP_Teleport actor to the desired location (ex. Livingroom) 
  3. Adjust rotation as desired. Arrow direction is the direction the player will face when selecting this Teleport 
  4. In the details panel, enter the name you would like to display into Teleport Name.


    EDITABLE OBJECT SETUP

Follow these steps to setup editable objects:

  1. Add BP_Edit to your level.
  2. In the details panel, add in your Base Mesh. This is the default mesh that will display when you start.
  3. In the details panel, add in the number of Switching Options you would like.
  4. For each Switching Option, you can choose to change the mesh, material or combination of both. 
  5. To change the mesh, plug the alternate mesh into the Override Mesh slot.
  6. To change the material, plug the alternate material into the Override Material slot.
  7. To change both mesh and material, plug your alternate mesh and material into each corresponding slot.

Follow these steps to automatically generate thumbnails of each of your options:

  1. Add the BP_TempRender to your level. Position it very far away from your main level, and it will render thumbnails of your mesh.
  2. If you would like to create your own thumbnail, plug your custom thumbnail into the ThumbnailOveride slot for each of your Switching Options above.

Follow these steps to have your editable items glow when selected:

  1. Add a Post Process Volume to your scene, nd setting it to unbound or make sure it’s boundary covers all your editable objects.
  2. In Post Process Volume detail panel, add 1 blendables  element under Misc.
  3. Add PostProcessOutline_Inst to blendables input.


    GALLERY SETUP

Follow these steps to setup Gallery:

  1. In the content browser, go to the folder Archivisualizer > UMG
  2. Open the Main widget
  3. In the Hierarchy panel, search "WBP_Gallery" in MainCanvas and select it.
  4. In the Details panel under Default, roll out Media and setup up with your renders and cinematics.


   PERSPECTIVES SETUP

Follow these steps to setup Perspectives:

  1. Add camera actor to your level.
  2. Open your level blueprint
  3. Follow the next steps in video:


    DETAILS  SETUP

Follow these steps to add Details to your scene object:

  1. In the content browser, go to the folder Archivisualizer > Blueprint
  2. Add BP_Infos to your level 
  3. In the Details panel under Default, add your object description.


    SUN  SETUP

Follow these steps to setup the sun:

  1. In the Viewport Editor, go to Lights 
  2. Add Sun and Sky to your level



    LIGHTS SWITCH  SETUP

Follow these steps to lights of your scene object:

  1. In the content browser, go to the folder Archivisualizer > Blueprint
  2. Add BP_LightSwitch_but to your level 
  3. In the Details panel under Light Array, add your movable lights.


 OTHERS FEATURES

  1. In the content browser, go to the folder Archivisualizer > Blueprint > add BP_Door to your level.
  2. In the content browser, go to the folder Archivisualizer > Blueprint > add BP_TV to your level.

BONUS: OWCAD_Scripts

Start from 27:33 of this video