Archvis Character Plugin - How does it work?

I’m fairly new to UE4 and haven’t touched animations or such things yet, only lighting and materials. How do I implement the new Archviz Controller Class? Simply changing the Game Mode → Default pawn class in the world settings doesn’t do it.
So what is necessary? (I’m using the basic template with a Player Start element)

Thanks in advance!

So I kinda just figured this out. Open your 1st person Blueprint, at the top click “class settings”. now on the right side, you’ll see parent class under Class Options. Choose ArchVisCharacter. I also set the default pawn class in the project settings like you did. I have no idea if that makes a difference or not. I’m still a n00b at UE4 so i didn’t want to label it an “answer”

@k4sp3r - I went ahead and marked this as the answer.

You can enable it by going to the World Settings > Game Mode > and under the option for Default Pawn Class > set this to ArchVisCharacter.

This is an easy switch if you’re already using a first person character in your game.

I hope this helps.

I do that also, but i see or feel no difference. What should be the clou with that mode? Movement and turn rate is the same as normal.

61026-archvizchar.png

Make sure your World Settings > Game Mode Override looks like this otherwise you won’t see the same results.

If you use the default FPS player then you’ll see the mannequin with the gun that can shoot. When you switch to the ArchVisCharacter you loose the ability to jump, the camera and movement is slower and smoother, and no character meshes.

All you need is a the FPS character files already in your project to use this.

Hey Tim, maybe you or i missing something. Here is how i was able to get it to work: UE Archvis character plugin setup - YouTube
Maybe you check that out also. It could be a bug or my user fault…thanks

Hey Tolero,

Thanks for the video. I see what you mean now.

When I had tested it I didn’t have a level that started with the FPS character already placed in the level, like the template starts with. It seems like it’s not overridden in this case.

So using your method and creating a new Character will work or simply removing the one placed in the level already and just using a PlayerStart actor will let it switch correctly.

Sorry for the confusion on my part about that. I’m not sure this is a “bug” per se, since the character is being placed directly in the level and that cannot be overridden by the world settings, however any characters loaded in by the PlayerStart or just spawning in the level can be overridden.

Hey Tim, thanks for your explanaitions. But in the blank template i get even more problems. With the default gamemode, the class overrides are greyed out. So I have to build an custom gamemode to gain access to the override classes section. But with that, the input keybindings are broken and i can’t move in the scene. So i have to setup a new playercontroller ect. and map the inputs. With the first person template everything is setup from the start. In which enviroment did you tested it? In your screenshot is a firstpersongamemode visible. So how did you start? Thanks

If you’ve created a blank project you’re not going to have the same input bindings already setup. These will need to be setup inside the project to be used.

When I test this, I did it two ways. First, I created a First Person Template project when I created a new project.

The second way, you can have your blank project, and just to to Add New in the Content Browser and select add Feature or Content pack. Then select the First Person pack. You’ll now have access to the input bindings and archviz character.

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Ah thank you, I didn’t know about the Add New Feature or Content Pack! Have to look the next time closer :-). Now everything is clear to me.

Working good, thanks for the info but it wont work with Oculus, any ideas?