From the course: Unreal Engine Blueprint Interaction for ArchViz Projects

Why interaction is important

- [Joel] Whilst creating visualization projects can be an enjoyable experience, they can come with their fair share of challenges. By the end of a project though, the fact that we can see and experience spaces or environments that probably don't even exist yet definitely makes all of the hard work worthwhile. This process can be taken even further though when we start to talk about real-time visualizations as we can now give a user the ability to control or interact with that environment as well, making the whole experience feel more personal and more engaging than just watching a video or flicking through some still renders, although it perhaps should be noted that when working with real-time environments, we can actually have the best of both worlds. With this in mind then, we are for the duration of this course going to be looking at creating several opportunities inside our office space to add this extra immersion element to our projects. So we will see how we can interact with the computer monitors that we have in the office, turning them both on and off as well as getting them to display both video and sound when the user clicks on them. We will then see how we can add a switch to turn any user-selected light fixtures on and off in the scene, all the while making sure that the tool is flexible enough to be used with either just a single light or a whole batch of them, after which we will move on to building a swinging door that can change swing direction depending on which side of the door the user decides to interact with it from, meaning we can be confident that the client won't be getting accidentally stuck behind it and thus breaking the illusion of immersion. Finally, we will create a material that can be used to add an outline around each of these interactive actors in the scene so that as the user approaches them, well, they will know that they can be interacted with, this requiring the use of several material nodes in Unreal in order to pull the effect off. With lots of work to dig into then, we can get going and dive right in.

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