ARCHVIZ TOOLKIT V1 // QUICK START GUIDE



MIGRATING THE TOOLKIT INTO A NEW OR EXISTING PROJECT

To begin using the Toolkit into your own project, you will need to migrate the content and export/import the key bindings.

  1. In the content browser, right-click on the HALArchvizToolkit folder and select "Migrate..."
  2. Browse to you're projects Content folder and click OK.
  3. Export the key bindings by going to the file menu, then go to Edit > Project Settings > Engine > Input
  4. Click Export and save the file to you're desktop or other location.
  5. Open your project
  6. Import the key bindings by going to the file menu, then go to Edit > Project Settings > Engine > Input then click Import and chose the file you exported earlier.



INITIAL SETUP

In order to begin using the Archviz Toolkit you must first enable the HAL Game Mode. You can do this one of two ways.

  1. In the editor file menu, go to Edit > Project Settings > Maps & Modes > Default Modes and set the default mode to HALGameMode 
  2. In the World Settings Tab, set Game Mode Override to HALGameMode


After you have successfully set up the HALGameMode, it will automatically set up the HUD and controller modes such as Drone Mode, First Person Mode, Camera Mode and Edit Mode. In order to use the Locator Map, Points Of Interest & Editable Item blueprints, you must set up those blueprints in your level.


CUSTOMIZING THE H.U.D. PROJECT LOGO

Follow these steps to customize the HUD with your project logo.

  1. In the content browser, go to the folder HALArchvizToolkit > UI
  2. Open the UIFloorPlan widget
  3. In the Hierarchy panel, roll out MainCanvas > MainUI and scroll down to find ProjectLogo and select it.
  4. In the Details panel under Appearance, roll out Brush and replace Image with the image of your choice.


LOCATOR MAP SETUP

Follow these steps to setup the Live Floor Plan mini-map

  1. Add BP_LocatorMap to your level 
  2. In the details panel, add the number of Floor Textures for each story of your building. (i.e. 2 story building 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. 
  4. In the details panel, add the number of Floor Heights for each story of your building. (i.e. 2 story building would have 2 Floor Heights) 
  5. Rotate and scale until your floor plan texture aligns with your model. NOTE: UNIFORM SCALE ONLY 
  6. In the details panel, adjust floor heights so each floor plan texture aligns with the floor of the corresponding building story. 
  7. In the details panel, adjust editor viewport map opacity as desired.

POINTS OF INTEREST SETUP

In order to use Points of Interest, you must have BP_LocatorMap set up in your level.

  1. Add BP_PointOfInterest to your level 
  2. Move the BP actor to the desired location (ex. Master Bedroom) 
  3. Adjust rotation as desired. Arrow direction is the direction the player will face when selecting this POI. 
  4. In the details panel, enter the name you would like to display into Point Of Interest Name
EDITABLE OBJECT SETUP
Follow these steps to setup editable objects.
  1. Add BP_EditableObject 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.
  8. To automatically generate thumbnails of each of your options, add the blueprint BP_ThumbnailRenderStage to your level. Position it VERY far away from your main scene, at least 500 to 1000 units. This will AUTOMATICALLY generate a thumbnail for each of your options and plug it in to the correct spot!!! If Use Mesh For Thumbnails is ticked, it will render thumbnails of your mesh, if this is left un-ticked it will use a default preview mesh.
  9. You can also fully customize the BP_ThumbnailRenderStage. Edit the default preview mesh & lighting as you see fit.
  10. If you would like to create your own thumbnail, plug your custom thumbnail into the ThumbnailOveride slot for each of your Switching Options above.
  11. In order to have your editable items glow when selected, you must add a Post Process Volume to your scene. We recommend setting it to unbound. Otherwise make sure it’s boundary covers all your editable objects.
  12. In PPV details panel, add 1 blendables element under Misc.
  13. Add PostProcessOutline_Inst to blendables input.