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Stop Selling Flat Renders.
Start Delivering
Interactive Experiences.

 

No Programming Experience? No Problem!

We provide a step-by-step program to teach you how to build reusable, interactive Unreal Engine tools that guarantee client approval on the first presentation, without hiring a developer or wasting years figuring it out.

 
Bring Architectural Projects To Life with UE5

"My clients don’t feel the space ... they just see pictures." - Every Visualization Artist. 

 

You’ve been there. You spend weeks working renders.
Perfect lighting, Obsessing over materials, everything spot-on.
You share it, and the client still says: “Let us think about it.” 

 

Static renders are beautiful but they are forgettable.

 

Meanwhile, your competitors went interactive. They’re no longer sending flat PDFs 3D renders, or even videos.
Instead, they deliver real-time, interactive tours that pull clients in emotionally.

Imagine handing your client an experience where they can walk through their future spaces, not as a spectator, but as the explorer.
They open doors, change time of day, materials and finishes, and feels it click.

That’s not a render. That’s a signed decision.

What You will Achieve

Win More Clients

Interactive walkthroughs close deals faster than flat renders.

Reusable Systems

Create interactive tools once and use them in every future project.

Stand Out Instantly 

Deliver what 80% of your competitors can’t.

Master UE5 for Architecture

Learn production-grade Blueprints made for AEC, not game devs.

Who’s This For?

✅ For architects looking to sell ideas before they're built.

✅ For studios ready to offer real-time experiences instead of static renders.

âś… For freelancers tired of being underpriced by flashy competitors

✅ For real estate teams who need to wow clients instantly

✅ For professional visualization artists ready to evolve before AI replaces them.

What Our People Are Saying!

See why architects and studios love this course!

Join Our Community of Interactive Designers

Your Investment

Hiring a developer to build these systems? $15,000+.
Buying separate plugins? $1,000+.
Learning alone? Years of wasted time.

You get everything for a fraction of that:

Individual License

$797 USD

For solo professionals & freelancers

  • 240+ Advanced Unreal Engine Blueprint Lessons
  • Instant and Lifetime Access
  • All Project Files & Templates
  • VIP WhatsApp Group
  • Monthly Live Q&A Sessions
  • 12 months of updates & support
One-time payment, Lifetime results.

Team License

$1797 USD

For solo professionals & freelancers

  • 240+ Advanced Unreal Engine Blueprint Lessons
  • Instant and Lifetime Access
  • All Project Files & Templates
  • VIP WhatsApp Group
  • Monthly Live Q&A Sessions
  • 12 months of updates & support
  • Multi-User License (up to 3 team members)
One-time payment, Lifetime results.

Meet Your Instructor

Yahiya Jasem, founder of VR Division, Epic Games Golden Partner.

I’ve spent the last decade building Unreal Engine projects and interactive tools for architects and studios, and I’ve distilled everything into shortcuts I wish someone had given me.

Thousands have already learned from my YouTube tutorials. This course takes it even deeper, with systems designed to get you results faster than trial-and-error ever could.

Why Choose This Course Course?

Everything your clients wish they could experience, You'll learn it step by step.

Points of Interest (POI) System

This turns a walkthrough into a guided story. You can direct the client’s attention, teleport them to rooms, or display project data interactively. Every architectural pitch becomes a narrative, not a slideshow.

 
 

Material & Furniture Configurators

Clients can switch finishes and furnishings in real time , which kills hesitation. Instead of “Can we see it in marble?” they just click it. Instant approval = faster closure.

Time-of-Day & Lighting Controls

Clients can see how sunlight interacts with space, one of the biggest emotional triggers in architecture. Drag a slider to showcase sun position at any hour, essential for lighting studies.

 
 

Scalable Teleportation System

Freedom of exploration = complete spatial understanding. No more getting lost in walkthroughs or jumping between levels manually.

Multiple View Modes

Deliver total spatial understanding by empowering your clients and team to view the project from every necessary perspective, from immersive human-scale to comprehensive drone oversight.

 
 

Mini-maps & Compass System

Gives context and polish. Clients never feel lost. Feels like a real app, not a prototype.

Section Clipping View

Visually 'cut through' geometry for improved spatial and structural understanding.

 
 

Screenshot & Gallery System

Makes it easy to export shots or showcase renders within the experience. Perfect for portfolios and client exports.

And more!

Start Learning Today

Justine

I’d give it a 10/10. It’s insanely beginner-friendly, but what makes it special is that you don’t just learn on the surface you actually understand how the whole system is built from the ground up. If you’re unsure,Huge thanks to Yahiya and VR Division Team! 

Alex

Before the course I didn't even know how to open the blueprints window and now I have been able to program my own menu and I have learned to interpret some functionalities for my personal project myself. Without the course I couldn't have done it.

John

Very friendly and accommodating and that you can learn at your own pace knowing there are people there to help and guide you at every step. The course would be invaluable to them if the wish to learn and advance in this sector.

UE5 AEC Interactive - Advanced Blueprint Training

  1. AEC Interactive Updates and Sample Projects

    2 lessons
    1. AEC Interactive V0.6
    2. The Maple Villas Project (For Practice)
  2. Section 1 - The Foundation and Blueprint Basics

    9 lessons
    1. 00. Introduction and Welcome
    2. 01. Level Blueprint
    3. 02. Blueprint Class
    4. 03. Animating a Simple Door
    5. 04. Introduction to Variables
    6. 05. Sliding Doors - Overview and Blockout
    7. 06. Sliding Doors - Lerp Node
    8. 07. Sliding Doors - Pivots Matter
    9. 08. Sliding Doors - Macros
  3. Section 2 - Creating Pawns (View Modes)

    16 lessons
    1. 1. Game Mode, Input Mapping and First Person View
    2. 2. Ability to Look Around
    3. 3. Camera Smoothness
    4. 4. Ability To Jump
    5. 5. Basic Camera Zoom
    6. 06. Basic Camera Zoom with a Timeline
    7. 07. Smooth Camera Zoom with Mouse Scroll
    8. 08. Change Walk Speed
    9. 09. Creating a Drone Character
    10. 10. Creating a TopDown Character
    11. 11. Top Down Zoom
    12. 12. Third Person Character and Metahumans
    13. 13. Metahuman Retarget for 5.5 and 5.4
    14. 14. Switching Between Pawns
    15. 14.1 Improving Our Pawn Switching Logic
    16. 14.2 Remove Mapping Contexts with Blueprint Function
  4. Section 3 - Basic Blueprint Systems

    10 lessons
    1. 15. Creating a Teleportation System
    2. 16. Migrate Our System To Our Projects
    3. 17. Blueprint Interface Practical Example
    4. 18. Replacing Static Actors with Blueprint Actors
    5. 19. Simple Door Logic with Booleans
    6. 20. Changing Materials with Actor Tags
    7. 21. Changing Materials with a Modular Blueprint Pt 1
    8. 22. Changing Materials with a Modular Blueprint Pt 2
    9. 22.1 Changing Materials - Bug Fix for Mouse Events
    10. 23. Changing Static Meshes of Furniture
  5. Section 4 - UMG Basics

    10 lessons
    1. 24. Introduction To the UI Module
    2. 25. Creating Our Base Button
    3. 26. Base Button Text Variables
    4. 27. Base Button Variables
    5. 27.1 Add a ScaleBox to the Icon (Tip)
    6. 28. Add Events to the Base Button
    7. 29. Design Start Menu Page
    8. 30. Importing Texts and Icons
    9. 31. UMG Animation Basics
    10. 32. Tip - Set Input Mode UI Only
  6. Section 5 - Gallery

    7 lessons
    1. 33. Gallery - Core Elements
    2. 34. Gallery - The UI Design
    3. 35. Gallery - Thumbnails
    4. 36. Gallery - Update The Gallery Images on Click
    5. 37. Gallery - Buttons Functions and Understanding Array and Index
    6. 38. Gallery - Making The Thumbnails More Functional
    7. 39. Gallery UI Animation
  7. Section 6 - Building our UI

    13 lessons
    1. 40. Creating About Page
    2. 41. Controls - Base Button and UI
    3. 42. Controls - Active and InActive Buttons Styles
    4. 43. Controls - Widget Switcher
    5. 44. Start Menu - How to add and Remove UIs
    6. 45. Start Menu - Adding The About Panel and Hiding other UIs
    7. 46. Exit Conformation Box
    8. 47. Creating The Taskbar
    9. 48. Taskbar - Adding Functions to Gallery, About, Controls and Exit
    10. 49. Taskbar - Setting Active and InActive Buttons
    11. 50. Taskbar - Pawn Changer (View Modes)
    12. 50.1 Taskbar - Pawn Changer (Button Styles)
    13. 50.2 Taskbar - Pawn Changer InActive Button
  8. Section 7 - Moveable Panel (Advanced)

    7 lessons
    1. 51. Creating a Moveable UI Panel
    2. 51.1 Moveable Panel Styling
    3. 52. Setting Up Our Teleportation with UI
    4. 53. Populating Our Teleportation Panel Dynamically
    5. 53.1 Swap Array Elements
    6. 53.2 Sorting our Hotspots Alphabetically
    7. 54. Creating a Teleportation Taskbar
  9. Section 8 - Change Time of Day

    3 lessons
    1. 55. Change Time of Day - Slider Design
    2. 56. Change Time of Day - Slider Functionality
    3. 57. Change Time of Day - Setting The Text Values
  10. Section 9 - Interactive Cinematic Mode

    4 lessons
    1. 58. Creating a Level Sequence Player
    2. 58.1 Disable Buttons on Cinematic Mode
    3. 58.2 Creating an Immersive Cinematic Mode
    4. 58.3 Improving The Cinematic Mode
  11. Section 10 - Task Bar interaction

    9 lessons
    1. 59. Taking Screenshots And Appending Console Commands
    2. 59.1 Taking Screenshots - Bug Fix For Image Name
    3. 60. Switching View Modes Between Detailed Lighting and Lit
    4. 61. Hiding and Unhiding Furniture with Tags
    5. 62. Adding The TaskBar To The Viewport
    6. 63. Blueprint Function Library for Mouse Events
    7. 63.1 Setting Input Modes on the Mouse Events
    8. 64. Control When to Zoom or to Move (Blueprint Communication)
    9. 64.1 Get All Actors with Blueprint Interface (Bug Fix)
  12. Section 11 - User Experience Improvements

    7 lessons
    1. 65. Programming a Customization Mode
    2. 65.1 Enable and Disable Collision on Material Changer
    3. 66.1 Improving Furniture Changer BP - Outlines
    4. 66.2 Improving Furniture Changer BP - Bools
    5. 66.3 Furniture Changer BP - UI Integration
    6. 66.4 Taskbar Improvement - Replacing Get All Actors of Class with Tag Node
    7. 67. Enable Mouse Events without the Taskbar
  13. Section 12 - Intro Dynamic Material System

    24 lessons
    1. 68. Intro - Dynamic Material Selection System
    2. 69. Designing and Creating a Floating Icon
    3. 70. Designing the Open Material Menu and Set BP Visibility
    4. 71. Creating the Base Material List and Material Button
    5. 72. Creating Data Structures and Passing Data Dynamically
    6. 73. Handling The Widget Visibility Properly
    7. 74. Populating the UI Dynamically from Blueprints
    8. 75. Applying Materials Dynamically
    9. 76. Updating The Button Text and Thumbnails
    10. 77. Styling The Materials Button
    11. 78. Styling Material Selector UIs and Setting Basic Logic
    12. 79. Adding Customizability To Titles and Buttons
    13. 79.1 Widget Close and Open Logic
    14. 80. Toggle Visibility of Buttons
    15. 81. Blueprint Interfaces For Widget Communication
    16. 82. Playing Widget Animations with BPIs
    17. 83. Adding outlines on The Affected Meshes
    18. 84. Improving The UX with Animations
    19. 85. Support For Multiple Materials Per Option
    20. 85.1 Final Thoughts and Blueprint Polish
    21. 85.2 Integrating the Blueprint with Taskbar's Customize Mode
    22. 85.3 Setting Buttons Padding and Size Box Height
    23. 85.4 Material Swap System UI Bug Fixes
    24. 85.5 Improve The Learn More Button
  14. Section 13 - Mesh Swap System

    17 lessons
    1. 86. Intro - Mesh Swap System with Dynamic UI
    2. 87. Creating Structs For Our System
    3. 88. Cleaning WBP Elements for Reuse
    4. 89. Binding Data Between Blueprints
    5. 90. Swapping Meshes and Setting Materials
    6. 90.1 System Bug Fix - Array instead of Variable
    7. 91. Setting The Buttons Thumbnails
    8. 92. Polish and Copy Elements from Other Blueprints Part 1
    9. 92.1 Polish and Copy Elements from Other Blueprints Part 2
    10. 92.2 Mesh Swap System UI Bug Fixes
    11. 93. Intro - Mesh and Material Swap System
    12. 94. Fixing References of our New System
    13. 95. Creating The Material Buttons
    14. 96. Swapping Meshes and Material Options At the Same Time
    15. 96.1 Wrapping Up and Polishing Our Swapping System
    16. 96.2 System Bug Fix - Array instead of Variable
    17. 96.3 Material Mesh Swap System UI Bug Fixes
  15. Section 14 - Scalable AEC Materials System

    7 lessons
    1. 97. Intro - Scalable AEC Materials System
    2. 98. AEC Materials System Structure
    3. 99. The System Main User Interface
    4. 100. Data Binding and Main Functionality
    5. 101. Variables and Uniform Grid
    6. 102. Designing The System's User Interface
    7. 103. Connecting The System with Customize Mode
  16. Section 15 - Units POI System

    12 lessons
    1. 104. Intro - Units POI System
    2. 105. POI Blueprint Class - Teleportation
    3. 106. POI and Pawns Setup for Click Events
    4. 107. Creating Our Data Structures and Data Table
    5. 108. Data Visualization - Set Colors Based on Unit Status
    6. 108.1 Improving the POI Material
    7. 108.2 POI Hover Effect
    8. 109. Create and Populate POI Widget with Information
    9. 110. How To Have One POI UMG at a Time (Game Instance)
    10. 111. POI Info Panel UMG Design
    11. 112. POI Info Panel Functions
    12. 113. POI Panel Quality of Life and Design Improvements
  17. Section 16 - POI Filter System

    16 lessons
    1. 114. Intro - POI Filter System
    2. 115. Filter Taskbar Initial Design
    3. 116. Filter Taskbar Naming and Design
    4. 117. Modular Sliders Setup For Filtering
    5. 118. Slider - Filtering POIs Based on Surface Area
    6. 119. Slider - Filtering POIs Based on Budget
    7. 120. Filtering with Sets - Bedrooms
    8. 121. Improving the Filter UI and UX Logic
    9. 122. Filtering - Bathrooms Count
    10. 123. Filtering - Listing Status
    11. 124. Filtering - Furnished Status
    12. 125. Filtering - Orientation Part 1
    13. 126. Filtering - Orientation Part 2
    14. 127. Update Visible Number of POIs Dynamically
    15. 128. How to Reset All Filters Part 1
    16. 129. How to Reset All Filters Part 2
  18. Section 17 - Section Clipping Effect

    8 lessons
    1. 130. Intro - Section Clipping Effect
    2. 131. Creating The Clipping Material Function
    3. 132. Creating The Clipping Plane Blueprint
    4. 133. Limiting The Clipping Effect To a Plane Area
    5. 134. Part 1 Section View Based on POI Location
    6. 135. Part 2 Section View UMG Logic Improvements
    7. 136. Part 3 Section View - Show Only Selected Floor POIs
    8. 137. Part 4 Section View User Experience Improvements
  19. Section 18 - Systems Polish

    6 lessons
    1. 138. Adding Filter Panel to Taskbar and Intro to Systems Polish
    2. 139. Temporarily Switch Pawn and Return to Previous One
    3. 140. Hide Pawn Switcher Panel When Filter Mode is On
    4. 141. Conditional Pawn Button Creation (Is Valid)
    5. 142. Implementing (Is Valid) for the Sun and Sky
    6. 143. Implementing (Is Valid) for Game Instance and Section Cut
  20. Section 19 - POI System for Surrounding Areas

    16 lessons
    1. 144. Intro - POI System for Surrounding Areas
    2. 144.1 Intro - Heads Up on Data Structures
    3. 145. Setting Up Base Blueprints for POI System
    4. 146. POI Blueprint Class Construction Script
    5. 147. POI Widget Blueprint Base Setup
    6. 148. Setting POI UMG Values
    7. 149. Reusing the POI Panel with Modifying BP Logic
    8. 150. Displaying One Info Panel at a Time
    9. 151. Teleportation Function
    10. 152. Calculating and Showing The Distance from a Central Point
    11. 152.1 Replace The Node Round (With Decimals) with To Text (Float)
    12. 153. POI Distance Opacity
    13. 153.1 POI Distance Scale
    14. 154. POIs Integration With The Taskbar
    15. 154.1 POIs Integration Improvements
    16. 155. Important - Reverting to Two Data Structures
  21. Section 20 - POI Management

    19 lessons
    1. 156. Introduction to POI Management
    2. 157. Setting Up Base Data for Our System
    3. 158. Collecting and Categorizing POIs with Maps
    4. 159. Building Scalable UI for Dynamic Data
    5. 160. Populating The Scalable UI With Buttons
    6. 161. Adding POI Functionality To The Buttons
    7. 162. Reset To Home View Button Creation and UMG Placement
    8. 163. Refine Taskbar Logic For Reset To Home Button
    9. 164. Reset To Home View Basic Functionality
    10. 165. Correcting The Teleport Location and Rotation
    11. 166. Correct Spring Arm Length Values
    12. 167. Spring Arm Length from The UMG and Bug Fixes
    13. 168. Correcting The Rotation on the Y Axis (Pitch)
    14. 169. Setting POI Custom Meshes and Fixing Mesh Visibility Bug
    15. 170. Modifying the System to Accommodate Amenities POIs
    16. 171. Amenities POIs UI Improvements
    17. 172. Secondary Text and Programming Design Discussion
    18. 173. Sorting Our Amenities In Lists (Reusing Systems)
    19. 174. Amenities Integration With The Taskbar
  22. Section 21 - Compass

    5 lessons
    1. 175. Compass Introduction - Creating the Material
    2. 176. Compass - Creating the User Widget
    3. 177. Compass - Visual Scripting
    4. 178. Adding The Compass To The Taskbar
    5. 179. Update The Macro of Active and Inactive Buttons
  23. Section 22 - The Minimap System

    21 lessons
    1. 180. Intro - The Minimap System
    2. 181. Main Requirements For The Minimap System
    3. 182. Construction Script - Setting Up Floorplans Generation
    4. 183. Construction Script - Setting Up The Box Collision
    5. 184. Setting Up Collision Conditions
    6. 185. The Minimap UMG Design
    7. 186. Basic UMG Events and Storing Map World Location Variables
    8. 187. Storing Map Screen Location Variables
    9. 188. Calculating Player Position with Relative Coordinates
    10. 189. Handling Player Indicator Minimap Location and Rotation
    11. 190. Switching Textures with Minimap Layers
    12. 191. Handling Player Spawn Inside Collision Bounds
    13. 192. Texture Reset and Correcting Execution Order with Sequence Nodes
    14. 193. Storing Variables of Zoom Functionality
    15. 194. Implementing Zoom Functionality and Minimap Translation
    16. 195. Handling Map Edges with Clamping Logic and Player Translation
    17. 196. Resolving Construction Script Update Issues in the Minimap
    18. 197. Updating Minimap on Pawn Switching
    19. 198. Toggling Minimap Visibility with Key Inputs
    20. 199. Syncing Taskbar Button State with Minimap
    21. 200. Tips and Advice On Organizing Your Blueprints
Start Learning Today

🔧Systems you will learn how to build

Level up with a library of core systems you’ll build step-by-step, with full source files to reuse in every future project

First-Person Mode

Control your character directly from eye-level for immersive, human-like exploration.

Third Person Character 

Walk through your projects with a visible character (Metahuman compatible).

Drone Mode

Fly around your project freely to inspect spaces from above.

Top-Down View

View the project from a bird’s-eye perspective.

Cinematic View (Sequence Mode)

Create and play cinematic camera sequences with UI integration and immersive presentation options.

Lighting (Rendering) Modes

Toggle between Detailed Lighting and Lit to highlight how lights interact in the scene.

Material Customization System

Allows users to select and apply materials dynamically to objects.

Furniture Customization System

Replace furniture models and apply materials using a dynamic panel.

Teleportation System

Easily navigate between locations, floors or rooms in the project.

AEC Scalable Material System

Create a scalable system for material selection with data tables.

Time-of-Day Control

Drag a slider to dynamically update sun position to simulate different times of day.

Furniture Tagging & Visibility

Use actor tags to hide/unhide furniture with a click of a button.

Points of Interest System

Create interactable POIs for interiors and exteriors that teleport players or display detailed information when clicked.

POI Filter System

Create a slick and functional UI taskbar that allows users to filter POIs by attributes like rooms, budget, and orientation.

Section Clipping System

Create a clipping plane that allows users to visually cut through geometry for improved spatial understanding.

Screenshots System

Take high-resolution screenshots from any camera perspective, useful for marketing.

Modular Gallery

Display photos, renders in a sleek, full-screen gallery mode where users can browse visual media of a specific space.

Advanced Mini Maps

Switch between floor plans automatically based on player height ,perfect for multistory projects.

Compass System

Give users spatial awareness with a live compass (designed in Figma, implemented in UE5).

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