25 More Amazing UE4 ArchVis Projects

The third batch of real-time architectural visualization projects in Unreal Engine 4.

It has been a little over a year since I last covered architectural visualization in Unreal Engine 4, and quite a lot has happened in the meantime. One of the main trends this year is the transition from pre-rendered sequences to interactive virtual reality experiences, made possible by the availability of affordable head-mounted displays, such as the HTC Vive and Oculus Rift.

On the Engine side, several features were added that may be interesting for ArchVis projects. In 4.12 we released support for real-time planar reflections and clear coat shading models that work great for shiny surfaces. In 4.14 we added a forward shading renderer with MSAA. It is particularly well suited for VR applications due to its performance characteristics for stereoscopic rendering. In 4.16 we introduced volumetric fog, which some users already started to utilize for impressive ambient lighting effects.

Sequencer has also seen some great improvements over the course of the last twelve months, and we have another major feature update scheduled for the upcoming 4.17 release. Many users asked for better integration between Media Framework and Sequencer for rendering ArchVis videos with embedded movies. This is something we’re still working on.

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Adding New Asset Types to UE4

Adding custom asset types is an important, yet underused feature in Unreal Engine 4. This article shows how to accomplish this task and offers some deeper insights into the various APIs.

Almost everything you interact with in Unreal Engine 4 is some type of content asset that can be created, imported, organized, viewed, and edited in the Content Browser. The Engine includes a large number of asset types out of the box. That doesn’t mean that you wouldn’t want to add your own. The asset types shipping with UE4 were designed for wide applicability, but at some point your game might benefit from introducing custom assets tailored to your project’s specific needs.

Adding new asset types requires programming and, depending on how ambitious you are, can become quite involved. The basic steps to get up and running are pretty straightforward though and always follow the same pattern. In this article I will try to convince you that this is not some black magic art mastered only by a chosen few, but a simple process that can be copied even by less seasoned programmers.

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