Implemented localization with English as the source language and translations for French and German. Users can seamlessly toggle between languages.

Implemented localization with English as the source language and translations for French and German. Users can seamlessly toggle between languages.

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.
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

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.
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
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