UE4 – “Cleaning up” the FPS template for an Archviz project

Software:
Unreal Engine 4.25

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The UE4 First Person template is a good way to start an Architectural virtual tour project, but we first need to “clean” it up, namely, get rid of all the unnecessary objects and settings.

Start with the obvious:
Delete all the cubes and blocks. (Simply select them and press delete)
The quickest way to select all these objects is through the World Outliner window.
Select all the unneeded objects (see image below) and delete them.
Note:
I’m intentionally keeping the 4 surrounding wall objects because I want them to serve as invisible barrier objects that will stop the player from wondering of the platform.Annotation 2020-06-18 195553

So now our level looks like this, with weird static shadows left by the “BigWall” objects that were deleted.
It’s not really critical to fix this at this stage, but if you want to get rid of the weird left-over shadows, simply press the Build button to re-build the lighting, and they will be gone.Annotation 2020-06-18 200303

Making the walls invisible:
Select the 4 wall objects, and in the Details window, in the Lighting Settings uncheck Cast Shadow,
And under Rendering uncheck Visible.
The level is now clear, and when we press play, we can free roam on the empty stage until we hit the invisible walls.
* You can re-build the lighting to get rid of the walls static shadow.
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Time to get dirty!
We now have to get rid if the FPS rifle and shooting setup….
Select the FirstPersonCharacter actor, and in the World Outliner window click Edit FirstPersonCharacter to open the actors Blueprint:
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In the FirstPersonCharacter Blueprint, navigate to the Viewport tab so you’l be able to see the mesh components clearly,
And in the actor Components Window on the left, select all the unneeded components, delete them and press the Compile button.
* make sure you don’t select the FirstPersonCamera or any of the inherited componentsAnnotation 2020-06-18 211326
A list of reported errors will now be displayed in the Compile Results window, because we deleted objects that are referenced by the Blueprint, we will fix this in the next step:Annotation 2020-06-18 211509
Navigate to the Construction Script tab, Select the AttachComponentToComponent node (currently displaying an error) and delete it.Annotation 2020-06-18 213100
Navigate to the Event Graph tab, locate the first Event Graph at the top of the Blueprint, this is the Event BeginPlay graph.
Select the 2 Set Hidden in Game nodes (currently displaying an errors) and delete them:Annotation 2020-06-18 213152
Locate the Spawn projectile node graph at the bottom of the Event Graph,
Select this whole section, delete it and press Compile.
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The Event Graph should now look like this, and compilation should be without errors because we deleted all the Blueprint parts that were referencing the deleted actor components:Annotation 2020-06-18 213349

Almost there..
It’s time to remove the small red targeting cross-hair icon displayed on the screen when playing.
The cross-hair icon is defined in the level’s HUD (Heads Up Display) Blueprint class.
The easiest way to remove it is to simply remove the HUD class from the level.

Note:
The FirstPersonHUD class can be useful to an Archviz project for displaying branding and architectural data on screen so it’s good to keep it in the project. it can later be modified to suit our needs used again (doing that is beyond the scope of this article).
If you wish to edit the HUD Blueprint instead of disconnecting it from the level, you’ll find it in Content > FirstPersonBP > Blueprints > FirstPersonHUD:
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To remove the HUD from the level, navigate to the World Settings window,
If it isn’t displayed open it from Settings > World Settings:
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In the World Settings window, under Game Mode > Selected GameMode, open the HUD Class drop-down and instead of FirstPersonHUD, choose None.
This will remove the HUD from the level but wont delete it from the project:
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Were done!

You can now decide whether to keep the default daylight setup or maybe delete its actors and create an HDRI lighting instead,
And you can now import your Archviz scene via the Datasmith plugin.

Hope you found this article useful! 🙂

Related posts:

  1. 3ds max & V-Ray to UE4 Data Smith workflow
  2. UE4 HDRI lighting
  3. UE4 – Connecting the directional light to the atmosphere
  4. UE4 Architectural glazing material
  5. UE4 – Archviz Light calculaion tips