FAQ - Voulz/ArchVisTools GitHub Wiki

Content

Known Issues

Packaged Game does not start

I had issues when testing the plugin on a new Blueprint project which was working great in Editor but the Packaged Build just didn't start. It appears that the Unreal project needs to be a C++ Project for it to work.

If you have a Blueprint Project, follow these instructions (assuming you have an IDE such as Visual Studio Community installed):

  • In Unreal Engine, with your project open, click File (menu) > New C++ Class. We don't really need this class but creating it will allow the project to compile C++. Leave None as parent, you can leave the default name MyClass, and click Create Class.
  • Once the class is created, we need to compile the project. Open the project in your IDE by clicking File > Open Visual Studio and change your configuration from Development Editor to Development or Shipping depending on what you need. You can now build by clicking Build (menu) > Build Solution in Visual Studio.
  • Everything should now be setup properly and you can package your project in the Engine by clicking File > Package Project > *Your Platform*

Troubleshooting

First Checks

If you have any issue with the plugin, please ensure the following:

  1. The plugin is properly installed and listed under the installed plugins in the Epic Game Launcher.
    ArchVis Tools in the Engine Installed Plugins
    If not, search in ArchVis Tools your Vault or in the Marketplace and click Install to Engine:
    Install to Engine

  2. In your project, the plugin is activated your project's Plugins (in Edit > Plugins):
    ArchVis Tools in the Plugins window

Try on a new Blank Project

If the plugin is properly activated and you still have some issues, we need to see if the problem is project specific or if it is a problem from the plugin:

  1. Create a new C++ First Person Project with Starter Content
    Create a new C++ First Person Project

  2. Activate the ArchVis Tools plugin in Edit > Plugins and restart the Editor. ArchVis Tools in the Plugins window

  3. Create a new ArchVisCineCamera by clicking Perspective > Create Camera > ArchVisCineCameraActor, then pilot it to move it to the right location and in the details panel, click Correct Perspective and adjust the amount of correction via Correction Strength.
    Create Camera
    check Correct Perspective and adjust Correction Strength

  4. Create a new Level Sequence by right clicking in the Content Browser and under Animation, create a new Level Sequence. In the Sequencer window, drag the ArchVisCineCamera from the Outliner.
    Create a new Level Sequence
    Drag the Camera in Sequencer

  5. To export the view, open Window > Cinematics > Movie Render Queue, add the newly created Level Sequence and, in the render settings, make sure to add any of the [Arch Vis] render passes and to remove the default Deferred Rendering Pass. ArchVis Deferred Rendering passes
    ArchVis Deferred Rendering passes

Contact me

If after doing all of this you still have issues, feel free to contact me at [email protected]
Please always include:

  • The version of Unreal Engine you are using
  • The version of the ArchVis Tools Plugin (which you can find in the Plugins window)
  • A clear description of the specific issue
  • If the issue is related to the ArchVis Cine Camera or Movie Render Queue, please add:
    • a screenshot of the Viewport with the ArchVisCamera with Pilot Active (Right click > Pilot Camera) for me to see what you are trying to render)
      Screenshot Piloting the Camera
    • a screenshot of the Details Panel showing current settings of your camera
      Details Panel of the Camera
    • a screenshot of each of the pass of your render settings (select each setting and take a screenshot of the settings)
    • the image rendered by Movie Render Queue