Synchronized Hover States for Labels

GIF showing mouse cursor hovering over list buttons in the AVE II, with matching POI labels in the 3D scene reacting simultaneously to reflect the hover state.

Two-way communication between UI list items and POI labels. When a button is hovered in the list, the corresponding POI label reflects the hover state, and vice versa. The Game Instance acts as a centralized mediator for synchronized visual feedback.

Expandable POI Labels on Hover

Mouse cursor hovering over a POI label in AVE II, with the label expanded to reveal the full name.

Hover-based label behavior for POIs. When the user hovers over a screen space label or POI geometry, the label expands to reveal the full name, improving readability without cluttering the scene.

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

Screenshot of an expanded interactable dome in Unreal Engine AVE II

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 […]

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”.

Optimized POI Display with Common Tree View

Screenshot of Unreal Engine's UMG editor showing Common Tree View and List View widgets in use, displaying a structured list of POIs within AVE II’s interface.

Replaced custom POI list with Unreal’s Common Tree View for improved performance and scalability. Supports hierarchical organization, built-in selection handling, and native list virtualization for faster rendering of large POI sets. Key Advantages: