Dynamically fade out all meshes above the selected level to reveal the hotel interior.
The floor selector in the digital twin allows the user to go to a floor and view it as a cross section of the building, it does this by fading out every mesh sitting above the level the user picks. The “Estado de plantas” panel lists each floor alongside its room availability, and choosing one transitions the camera to a top down view of that floor while the levels above it dissolve away. Because the floors above are faded rather than deleted, the outer shell and surrounding terrain stay visible for context, and the transition reads as a continuous movement into the building instead of a hard cut. The same mechanism drives every floor in the hotel, including the roof when the topmost level is selected.
The actual fadeout works using a Material Parameter Collection value called floor height against the objects absolute world position to fade out all meshes above a threshold using the material’s opacity mask. The value is smoothly changed from one floor height to another using a timeline inside the hotel’s main blueprint actor. Then when the full floor has been faded away all meshes belonging to that floor get deactivated in the editor via a Data Layer to avoid collisions with other systems and general optimization.