Framework

Core systems, ownership, and communication flow in AVE II

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 the project communicate with each other.

These pages are designed to help you understand where to modify or add Blueprint logic. They explain which classes should handle specific tasks and how to keep everything organized.

💡 Note: We recommend reading this section before you start adding new features. Following these patterns will help keep the project stable and easy to manage.

Core Blueprints and their responsibilities

You can find the core Blueprint classes in the Content > AVEII > Core folder.

BlueprintClass NamePrimary Responsibility
Game ModeBP_AVE_GMDefines default Pawn and Player Controller classes.
Game InstanceBP_AVE_GIActs as a global mediator for POIs, UI Modes, and POI filtering.
Player ControllerBP_AVE_PCHandles Pawn orchestration
PawnBP_AVE_Pawn_ExpManages player input and interaction logic.

related documentation

Configuring Project Settings

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 your Blueprint logic. Note: The BP_AVE_GI class is essential for handling global communication and persistent data between the UI and gameplay elements.

Read more >

Getting Started

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 so you can begin integrating AVE II into your project or exploring its features. Overview AVE II provides an intuitive, high‑quality exploration system designed for

Read more >

POI Basics & Custom Tags

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.

Read more >

Game Instance (BP_AVE_GI)

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 gameplay logic, UI, and data remain decoupled. Roles and Responsibilities The BP_AVE_GI manages high-level orchestration across the framework. Its primary duties include: Implementation Examples The

Read more >

Player Controller (BP_AVE_PC)

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 from the Game Instance. When the Game Instance dictates a mode switch, the Player Controller executes the logic to swap the Pawn. Role & Responsibilities

Read more >