Interactive Real-Time Workspace Experience
Turning a static architectural render into a walkable, real-time product experience — with interactive lighting and contextual hotspots.
The Unreal scene, re-exported for the web: the same geometry and materials, with the eight ceiling fixtures wired to one toggle.
This is a browser port for viewing, not the deliverable. The real build runs in Unreal Engine 5 with Lumen global illumination, Blueprint interaction and UMG info cards — none of which survive an FBX round trip, and all of which are in the recording further down. What the port does carry faithfully is the fixture bundle: the mesh, its emissive and its light are driven by a single toggle, exactly as `BP_LightFixture` does it. The shipped build groups those fixtures into zones; here they are one switch.
A static render shows what a space looks like, but not how it feels to move through or how its features work. This project rebuilt the workspace concept as a real-time environment you can walk through, with lights that respond to clicks and product specs that surface in place — one interactive artifact instead of scattered renders and spec sheets.
- Role
- 3D Modeling · Real-Time Environment · Interaction Logic
- Tools
- Blender, Unreal Engine 5 (Lumen, UMG, Blueprints), FBX
- Outcome
- Interactive product configurator holding 60+ FPS
Process
Blender to Unreal, built to survive the trip.
- 01
Modeling — Blender
Full interior modeled to real-world scale, at 1 unit = 1 cm. Standardized bottom-center pivots and applied transforms so everything snapped cleanly in Unreal. Lighting positions were blocked out early to guide fixture placement.
- 02
Scene & materials — Unreal Engine 5
FBX import as static meshes with box and convex collision for navigation and raycasting. PBR master materials with exposed parameters — roughness, normal, tint. Lit dynamically with Lumen: a directional sun plus interior point and spot lights.
Interaction
Two systems doing the work.
Lighting system
One reusable actor, so a fixture is never half-on.
- A reusable
BP_LightFixturebundles mesh, light and material so they toggle together. - Intensity and emissive glow ramp up or drop to zero in sync.
- Triggered by click (line trace) or by a proximity volume.
- A reusable
Hotspots
Specs surface in place, instead of in a separate sheet.
- Widget markers at key features — specs, cable management, ergonomics.
- Hover highlights the marker; click opens a UMG info card.
- Optional camera blend to frame the feature being described.
Challenges
Two that changed the build.
The bulb still glowed when off
Light visibility and material emissive were separate states, so killing the light left a lit-looking bulb. Linking both to the same toggle event made them die together — the reason the fixture became one reusable actor rather than a light placed next to a mesh.
Light bled through walls
Walls had been modeled as single-sided planes with no thickness, so point lights spilled straight through them. Giving the walls real thickness in Blender and re-importing fixed it at the source, rather than working around it with light channels.
Outcome
A render that became a configurator.
- What it replaced
- Scattered static renders and separate spec sheets, collapsed into one artifact.
