Hey all! I realised I missed an important factor when creating a custom camera within the Variant Manager Configurator! When the camera is selected in the outliner > in the content browser search for BPAC_CameraMotion > drag this component in the camera instance. This should resolve any errors and enables motion on play mode! Here a visual representation of what to do: ru-vid.com/show-UCvBPwX7eeaj34NUk3Pk8M7Qcommunity?lb=UgkxOfI4w-IytjfAdbsB9dwpaYEmRg5UKwHb My apoligies!
Hi Wes, thank you very much for the tutorial. Incrediably helpful. Although can you help me with some critical errors. I created a car variant manager but when I play the level, the variants are not working. Only thing works is camera positions. And as I stop playing the level, geting 5 critical errors with 'BP_Configurator' and 'WBP_PopupSelector'. Please help!
Hi nicely done tutorial. Just a tip for rearranging the sub-meshes in the engine. I would suggest that you add 'sockets', if you have full control over the meshes in your 3d software. This way you can simply select the parent socket in Unreal to place the sub-meshes. For instance the faucet on the kitchen top: Add a socket at the location of the faucet to the kitchen top. Check the docs about sockets if you are unsure on how to do that. Then export the mesh. Back in Unreal when the kitchen top mesh gets added as a component to a blueprint, you can add the faucet mesh as a child compent and then select the faucet socket from the parent. This will save you some moving stuff around, because you have the locations in your 3d program anyway. Sockets can also be easily change in engine if you need.
I literally get a list of blueprint runtime errors after migrating the productconfig folders into my file... there's not even buttons on the bottom of the screen when I press play.
Hey Wessel, Thank you so much for this excellent tutorial. It has been incredibly helpful to me, and it's an indispensable resource for me and my team! Thanks to you!
Nice video, super helpful! I have a question, can I put multiple Variant Manager? Like 1 for the kitchen 1 for the living room 1 for the Master bedroom or I need to do all spaces on 1 Master Variant Manager and make each space a Variant Set with variants.
Hi I imported the configurator BP to my project and had to changed the game mode in addition to the LVSActor and cam. It works but I get a number of BP Configurator errors. Reset Variant,Init Camera, Call Variant Actor and so on. Using UE5.2... any idea?
Which template did you use for kitchen project, not the guitar one? It doesn't work when i migrate ProductConfig folder from Product Configuration(Guitar one) into an Architecture-Blank template . Keeps showing errors. I see double squares buttons in the ui bot they don't respond.
Drag the configurator as shown in the video into your viewport. Make sure you import the variant manager in the viewport as well. Simply follow the instruction in the video and you should be good to go!! In case it’s not working check if the game mode in the world settings is set to the configurator mode
didn't see this video yet, so i have a question. is there a topic about how to deliver this configurator to a customer? do you compiling this scene, or want customer to download UE4/5? any way, great job and tutorial, Wessel!
Thanks! In the video we build a configurator that is completely finished for building purposes. I don’t go over how to build/package the project because there is a lot information about that topic already. If there is a high demand I might do a follow up!
@@WesselHuizenga yeah, but all of that you've made we can find an information in the internet as well 🙂 so i think it would be useful for all to have COMPLETE course. if you be so kind to add this important topic 😇
There has to be a better way of working with the imported objects than having to rebuild it all over again. Couldnt you just import the scene with everything in it ti unreal as a usd file and then create the blueprint from there and have everything already where it should be?
@@WesselHuizenga Great work. Is it possible to create something like this in UE4 and package it as an HTML5 Project which can then be embedded into a webpage?
Great tutorial! do you know if there is any way to exit the locked camera views and being able to move freely in the space by any chance? I'm trying to figure it out but doesn't seem easy
I have the same problem 😢 Is there a solution? Edit: I found the solution for it. You need to change in the World Settings -> GameMode Override to: BP_ConfigGameMode Hope this solves it for you
no sorry, maybe in the future! Right now the scene contains some assets from third partys that i legally cant resell. I would have to replace them with my own modelling.
can you elaborate on that? with this setup, there is only one camera that changes places. I managed to make this blend when the project started, but not when I change through the different viewpoints. any tips?@@SiLiDNB
Its hard to Bug/error fix without having the project file. from what I can understand it looks like the variant set its refering to is either not itialized or has been set to none. I can highly reccomend copying the error code into chat GPT. start your chat with asking what the following unreal engine error means. Chat GPT gives you a systematic approach of how to look for the problem!
Some more things to keep in mind that might lead to some errors (I got these while implementing the VMC into an already existing, quite complex project): • Make sure to add the "BPAC_CameraMotion" from the imported ProductConfig folder to your Camera Actor as a Component (Wessel also already commented that) • In my case, I had to set the "Default GameMode" in the Project Settings to the "BP_ConfigGameMode", also from the imported folder
Amazing Tutorial Wessel, helped me a lot in my project. I do have query though, the icon for variant set is not updating, whether it is set from viewport or from file. Is there any solution for this ?
Hey there, I followed the tutorial and decided to make a new level in the configurator instead of migrating (because it's just a test): I've followed precisely each of your steps (mine is not a kitchen btw), but when I click play, it only shows two buttons on the right which won't work at all, and no bottom bar. By closing the game, it shows me 4 errors "Blueprint runtime error: accessed none trying to read property variantset bla bla bla". I'm getting crazy trying to figure it out with chatgpt and I've already done a post on UE5 forums but still no reply. What do you suggest? Thank you!
@@daigorostaurenghi5072 hi! Make sure to set the game mode type to the configuration mode and have to bp node in the viewport. If that is correct and it still won’t work I suggest creating a new project and migrate to bp as suggested in the video. Sometimes resetting with a blank project will fix bugs like this
@WesselHuizenga Thank you for the reply, the game mode was correct and the BP was correctly put in the viewport, but it still didn't work so I'm creating a new project. Thanks again, your videos are really great! 💪🏻
Thank you!! I only use dimensiva. Models in my scene that can’t be found on dimensiva I model myself! (3d modelling is a hobby- but not recommended for client work as it takes to much time)
When i load the configurator and hit play the guitar its all messed up there is no lighting and you cant see any changes. This is when loading the stock guitar configurator. It doesnt even work out the box at all.
That might be because it has been made in an old version of ue4 and it hasn’t been updated/supported for the newer version- I can imagine some users experiencing this issue
hello sir , super helpful video !!!! , i have a question about the collision system of the camera ,i add correct collisions to my objects and the walls, but my camera still goes through the objects , how we can fix this ?
Hi. I created save and load menus, and I can't figure out how to save the choices that I made in the Variant Manager. Do you or anyone here know ow to do that?
Hello, I made my scene but whenever I go to play I get the following error messages: accessed none trying to read the variantset property! Can anyone tell me what I’m doing wrong? Thanks!
@@WesselHuizenga Same problem here, I did drag the variant into the viewport, still it says the same error Edit: I found the solution for it, after reading down on the comments someone suggested "You need to change in the World Settings -> GameMode Override to: BP_ConfigGameMode"