AVE II Documentation

Welcome to the official documentation for ArchViz Explorer II.

This documentation explains how to integrate AVE II into production-level architectural visualization projects. It serves as a technical reference for building interactive, navigable experiences on top of existing scenes, with a focus on clarity, structure, and long-term maintainability.

Scope:

This documentation focuses on how AVE II works at a technical level.

The emphasis is on internal structure, system responsibilities, and correct implementation patterns. The goal is to provide a clear understanding of the framework so it can be adapted safely and consistently to different project requirements.

How to Use:

This documentation is organized to reflect how AVE II itself is structured.

Start with the Core Framework to understand how systems communicate and where responsibilities are defined. From there, move on to specific modules such as POIs, UI layers, interaction logic, and customization patterns. The following pages describe how the framework is organized, how its systems communicate, and how individual components can be configured or extended within real projects.

Note:

If you have used the original ArchViz Explorer, be aware that AVE II follows a different internal logic.

Although some concepts may feel familiar, the way components communicate and the way features are assembled has changed. Applying old workflows directly will likely lead to confusion or incorrect assumptions.

The new system provides more control and flexibility, but it also requires a proper understanding of the framework’s structure.

Frequently Asked Questions (FAQ)

General

What are the key differences between Archviz Explorer and AVE II?

Direct migration is not possible due to fundamental architectural changes. You must import your assets (meshes, textures) into a fresh AVE II project to utilize the new Pawn_Explorer and Common UI systems.

Direct migration is not possible due to fundamental architectural changes. You must import your assets (meshes, textures) into a fresh AVE II project to utilize the new Pawn_Explorer and Common UI systems.

For technical issues, please post in the official Unreal Engine Forum Thread. This ensures the community benefits from shared solutions.

Yes. We offer dedicated one-to-one support packages for studios requiring direct assistance or custom integration. These can be purchased directly via our homepage.

No. The entire framework is built using Blueprint Visual Scripting. It is designed to be accessible to artists while retaining the power required for complex logic.


new documentation

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.

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User Interface

Overview of the AVE II User Interface framework, Common UI integration, and material-based styling system.

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Creating Interactive Routes

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.

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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 The Player Controller focuses on orchestration rather than direct input

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