Game Menu (WBP_Game_Menu)
Documentation for the Game Menu, the central UI in AVE II. Learn about its architecture, its panel management, and how it handles application mode changes.
Documentation for the Game Menu, the central UI in AVE II. Learn about its architecture, its panel management, and how it handles application mode changes.
Overview of the AVE II User Interface framework, Common UI integration, and material-based styling system.
Learn how to create interactive transit lines and boundaries in Unreal Engine using AVE II. This step-by-step guide covers setting up BP_AVE_Routes, configuring Point of Interest (POI) actors, and linking them via Reactors to visualize transportation routes in your architectural surroundings.
The BP_AVE_PC manages the active Pawn and makes sure the game starts correctly.It also acts as the execution layer, where it “listens” for mode changes
The Game Instance (BP_AVE_GI) acts as the central mediator in AVE II. It owns a persistent runtime state, coordinates communication between systems, and ensures that
This section explains the core structure of AVE II. It covers which systems manage data, how responsibilities are split up, and how different parts of

Get started with interactive navigation in AVE II. This beginner-friendly guide covers the essentials of placing BP_POI_Generic actors, customizing info panels with text and images, and organizing your locations into simple categories using tags.
Welcome to AVE II, a real‑estate visualization experience built in Unreal Engine 5. This guide helps you quickly understand the core systems, navigation, and workflow
Configuring Project Settings To ensure AVE II functions correctly, you must verify specific project settings. These configurations establish the communication backbone between the UI and