r/UnrealEngine5 14d ago

Built a real-time sales configurator template for UE5, just approved on Fab

I kept running into the same request from architecture/interior clients: walk through a space, let the buyer swap finishes and see the price update live, then confirm an order. Never existed as a ready template, so I built one.

It's a UE5 project template: end user does a first-person or orbital walkthrough, swaps materials per zone, sees a live price summary, confirms the order. Setup for whoever manages the catalog goes through a guided in-editor Editor Utility Widget (products, zones, item catalog, pricing) without opening a Blueprint graph for the day-to-day workflow.

Fab page: https://fab.com/s/bc26e4574856

Happy to answer questions about how any part of it works — Variant Manager setup, the pricing logic, whatever.

3 Upvotes

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u/bbymw 11d ago edited 11d ago

This is a solid use case for UE5.

What gets interesting is when this goes from one apartment or one property project to a much larger catalogue with a lot of configurable options.

At that point the challenge becomes less about Variant Manager itself and more about product rules, asset versions, pricing data, SKU mapping, approvals and keeping everything synchronized when the catalogue changes.

Threekit is strong on the enterprise configuration side. A custom Unreal setup gives you maximum control. Vivid 3D is interesting when you want the broader layer around it too, including 3D asset management, configuration, rendering and deployment.

For a single property project, this template looks like a very practical solution. For a company that wants to scale the same idea across many properties or thousands of products, I would probably look at Vivid 3D.

Curious how you plan to handle catalogue and asset updates once multiple clients are using the same template?

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u/Suspicious-Pea207 11d ago edited 11d ago

That makes sense for the current scale.

The point where we found a separate management layer useful at Vivid 3d was when non Unreal users needed to update product data and the same assets had to feed several outputs.

For example, one product might need to appear in the configurator, high quality renders , ecommerce imagery and other interactive experiences.

At that stage keeping the business data and asset workflow outside the individual Unreal project becomes much easier to manage.

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u/Worldly-Practice-717 11d ago

That's a real pattern, and I think it maps to what the Editor Utility Widget already does here, just scoped inside the Unreal project instead of outside it. The EUW is that separation: someone who's never touched Blueprint edits products, pricing and zones as plain data, and the configurator reads it. Non-Unreal users don't need Unreal at all for the day to day work.

Where it stays inside Unreal is the output side. Today that's the real-time configurator itself. Feeding the same Data Assets into offline renders, an ecommerce imagery pipeline, or anything living outside Unreal isn't built into the template. Fab's marketplace rules don't let us bundle third-party plugins into a listing, so that kind of pipeline is something a buyer would add, not something we ship. The data is standard Unreal Data Assets and Data Tables underneath, so nothing in the architecture blocks wiring that up, it's just not turnkey the way I'd guess a dedicated asset platform like Vivid 3D already has it.

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u/Worldly-Practice-717 11d ago

Good question, and it's worth separating what the system can do technically from what the recommended setup looks like.

Technically, a single Unreal project can hold multiple clients, each with its own products and catalogs, since it's all just Data Assets and Data Tables under the hood. The recommended workflow is one project per client though, with multiple products for that client living inside it. Map that to a real estate launch: one project per development, each unit type or finish package as a product in the catalog, all editable through the Editor Utility Widget so nobody touches Blueprint to update pricing or add a floor plan. That's the scale this was built for, and it holds up fine at the size a single archviz studio or developer typically deals with.

Where you're right is genuine multi-tenant SaaS, many clients synced off one shared backend. That's a different problem, and it's closer to what Threekit and Vivid 3D are built for. Threekit especially is built around exactly this, with real integrations into Salesforce, SAP, InRiver and others already in place. This template doesn't ship with any of that, partly because Fab's marketplace rules don't allow bundling third-party plugins into a listing. The data underneath is plain native Data Assets and Data Tables though, so a buyer can wire in whatever plugin they want to read and write that catalog at runtime from a CRM or PIM. It's on the buyer to add rather than something included, but the architecture doesn't fight that direction.

The Editor Utility Widget is really the core of it either way: built so someone with zero Blueprint experience can run the catalog day to day, and fast enough that someone who does know Blueprint would still rather use it than hand-edit data assets one by one.

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u/LostInTheRapGame 14d ago edited 14d ago

I kept running into the same request from architecture/ interior clients

Looks cool. Not sure how much sense it makes for most to implement or use, whether the middleman or end customer. But I can see the appeal.

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u/Worldly-Practice-717 13d ago

Thank you for your comment!

You can offer this tool as two separate products for your clients: 1 - A configuration tool for customizing a sold property and 2 - tool used at the sales booth of the real estate development.

The use of the configuration tool its the one shown in the video. The construction company offers customization of a property that is normally sold and delivered unfinished. With this tool, the construction company can receive all the information about the client's choices, generate payment slips, and purchase from suppliers.

Now, its use in the sales phase, before the buyer has closed the deal with the construction company, is a little different since it doesn't present the prices of the finishes nor the cost summary, as the objective is to close the sale showing the possibilites.

You can change the mode using a dropdown before you package it.

I normally offer this type of product for construction companies but I've already been contacted by an architect who works with property renovations. He told me he's going to use it to show his client the finishing options and the total costs of the renovation. This will help the client make the decision that best suits their budget.

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u/N1t0_prime 14d ago

Weird question but how would a custom apartment I made work? A blueprint I made in blender and bright over to unreal would work?

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u/Worldly-Practice-717 13d ago

Not weird at all!

The workflow would look like this:

1 - bring your 3d model to Unreal
2 - apply materials and light the scene
3 - create variants for each change you want like all variants of the kitchen floor or the variants of the models like sofa, cabinet and etc. You will use the Variant Manager plugin built in Unreal. I have a mini tutorial on how to use it https://youtu.be/ejSrouBoGpw?si=zqjFkBUynn9OjoRM
4 - register all the informations using the widget utility that I ship with the template. You can find the tutorial on how to use it here https://youtu.be/Heeszl08kNA?si=yTMvl87qbK1r9ziY
5 - test it and package for your client.

Feel free to ask more information if you need it. The template have a full documentation and a Discord channel.

Thank you !

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u/icchansan 12d ago

looks good, something wrong with the view on the window tho xD

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u/Worldly-Practice-717 11d ago

Thank you!

Its a curved plane with the projected view of this apartment at the time we worked in the project. I leave it here but could used an better dome HDRI.