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Basic Navigation Setup

Perfect for single focus assets ranging in scale from an object to a building.

Part of the UE5 Navigation Template smooth controls for architectural visualization.

When to Use Basic Navigation

  • Single building applications
  • Product configurators
  • Simple architectural visualizations
  • Indoor showroom experiences
  • Focus on a single asset or structure

Complete Setup Guide

Follow these steps to set up Basic Navigation in your project:


Step 1: Set Game Mode

  1. Open your Unreal Engine level
  2. Navigate to Window > World Settings
  3. Set your Game Mode to TSI_Gamemode_Basic

Set Basic Game Mode

This will automatically configure:

  • Appropriate player character
  • Player controller
  • HUD class

Step 2: Configure Collision Channels

To enable click-to-move and object selection, create custom collision channels.

Create Collision Channels

  1. Open Edit > Project Settings
  2. Search for "object"
  3. Navigate to Engine > Collision > Object Channels
  4. Click New Object Channel
  5. Create two channels:
    • Name: SelectableMesh | Default Response: Block
    • Name: FloorPlate | Default Response: Block

Creating collision channels

Note: These collision channels are essential for the navigation system to detect clickable floors and selectable objects.


Step 3: Assign Floor Collision

For click-to-move functionality, assign collision to all walkable surfaces.

  1. Select all floor elements in your scene (tiles, ground planes, etc.)
  2. In the Details panel, search for "collision"
  3. Set Collision Presets to Custom
  4. Set Object Type to FloorPlate

Setting floor plate collision

What to tag as FloorPlate:

  • Floor tiles
  • Ground planes
  • Walkable surfaces
  • Stairs and ramps

Step 4: Assign Selectable Mesh Collision

For object selection and highlighting:

  1. Select objects you want to be selectable (furniture, walls, features, etc.)
  2. In the Details panel, search for "collision"
  3. Set Collision Presets to Custom
  4. Set Object Type to SelectableMesh

Setting selectable mesh collision


Step 5: Add Player Start

The Player Start actor defines where the camera spawns.

  1. Click the + icon in the toolbar (Place Actors panel)
  2. Search for "Player Start"
  3. Drag it into your scene
  4. Position it at your desired spawn location
  5. Rotate it to set the initial camera direction

Set Player Start Set Start Location

Tip: Center the Player Start in your building for the best initial view.


Step 6: Configure Selection Material

Create a visual highlight when hovering and selecting objects.

Add Post-Process Material

  1. Locate your Post Process Volume in the Outliner
    • If you don't have one, add one: Place Actors > Post Process Volume, then enable Infinite Extent
  2. In the Details panel, search for "material"
  3. Find Rendering Features > Post Process Materials
  4. Click the + dropdown to add a new array element
  5. Choose Asset Reference

Select Highlight Material

  1. Click the asset selector
  2. Navigate to: ArchvizNavigation/Materials/Highlight/
  3. Select MI_SelectionHighlight

Adding post-process material

Customize Highlight Color (Optional)

To change the highlight color:

  1. Open MI_SelectionHighlight in Content Browser
  2. Adjust the following parameters:
    • Highlight Color - Main selection color
    • Line Width - Thickness of outline
    • Falloff - Edge softness
    • Glow Intensity - Brightness of effect
  3. Save the material

Customizing selection highlight


Step 7: Test Your Setup

Press Alt + P (or click Play) to test your navigation:

Third Person Mode (Default)

  • Left Mouse Button - Orbit around focused point
  • Right Mouse Button - Pan camera
  • Mouse Wheel - Zoom in/out
  • Click Object - Focus and lock orbit to object
  • Hover Object - Highlight object

First Person Mode

  • F Key - Switch to first person
  • Left Mouse Button - Look around
  • Right Mouse Button - Strafe (forward/backward/left/right)
  • Click Floor - Move to location
  • Mouse Wheel - Change FOV (zoom)

Verify:

  • ✅ Camera spawns at Player Start location
  • ✅ Objects highlight when you hover over them
  • ✅ Clicking objects focuses camera and locks orbit
  • ✅ In first person, you can click floor to move
  • ✅ Camera transitions smoothly between modes

How It Works

The basic navigation system relies on a camera attached to the pawn via a spring arm:

  • The camera is always focused on the pawn which is at the centre of the screen
  • Zooming increases/decreases the length of the spring arm
  • This creates smooth zoom into the centre of the screen

Spring Arm System

Camera System

The spring arm-based system provides:

  • Consistent center-screen focus
  • Smooth zoom in/out
  • Automatic collision detection
  • Natural camera movement

Troubleshooting

Having issues? See the Troubleshooting Guide for detailed solutions to common problems:


Next Steps