Clamp Camera Rotation for POIs
Constrains the player’s camera rotation after focusing on a POI, locking the view to a predefined angle or direction.
POI Interactables

POIs can now have Blueprint actors assigned to them that react when selected or deselected. These interactables can play animations, change materials, move objects, or trigger other visual effects. Each POI holds a list of these actors and calls their Activate or Deactivate events automatically. This makes it easy to create custom responses per POI […]
POI Interactable – Animated 3D Text

Displays animated 3D text when a POI is selected. Can be used for titles, labels, or descriptions tied to specific points of interest.
Audio Feedback on POI Selection
Plays audio cues when users interact with Points of Interest to enhance feedback. Can be extended for status-based cues like “Available”, “Sold”, and “Reserved”.
Replaced Floating Pawn Movement with Custom Panning
The Floating Pawn Movement component was removed from the pawn because its built-in acceleration and deceleration settings were difficult to tune, resulting in floaty panning behavior. Instead, a custom panning logic gives us full control over responsiveness.
Block Input Propagation on UI Elements
Prevents unintended camera movement or interactions when the user starts a touch or mouse drag on a UI element (like a panel or border). Blocks input from reaching the PlayerController by using overrides (OnMouseButtonDown / OnTouchStarted). This ensures the Input system doesn’t respond when the user is interacting with the interface.
Orbit Point Indicator
When the user clicks, display a small indicator icon at the orbit location beneath the mouse cursor. This gives clear visual feedback about the pivot/orbit point and helps users understand where the camera will rotate around.
Lobby Menu / Level
Editor Utility Widget for Managing POI Settings
A new Blueprint Editor Utility Widget to edit POI settings. Developers had to sift through exposed variables in the Details panel, which led to confusion, especially for focus settings that are only conditionally relevant.
Parent-Child Communication of Button Slots
Refactored button-slot widget communication to use Common UI’s FindParentWidgetOfType combined with Event Dispatchers, replacing downward Blueprint Interface calls. This improves modularity and decouples child-parent dependencies in the UI logic.