Here I just wanted to show off some more information to do with the creation of my project. As of now it is not quite finished as there are a couple of kinks I want to iron out before submitting it to Staffordshire University's Grad-Ex 2019 competition.
First lets take a look at the unwrap. The original unwrap had uvs maps seperated out into the following;-
This led to a bunch of issues in the interior as I had a lot of stuff on it leading to a low pixel ratio. I looked into Forza Horizon 4 to double check if you could see the engine and boot on the in game version of the car; which you could not. So I decided to do a whole revamp of the unwrap to seperate them out into sheets that you would be more likely to see in game, this includes seperate sheets for interchangable parts.
This gave me a much nicer interior bake and removed a lot of the pixelation. Below is some examples.
And now a look into some of the blueprints I created for the UE4 Car customisor.
360 Camera
As the notes say the first piece gets all actors of the Cine Camera Actor and saves them and then the second does the same except with the car.
Then we choose the first view you will see when you hit play and then make sure that the first view is of the new camera.
And this allows the mouse cursor to allows be active and interactable.
Next is the zoom in and out feature. The comments explain this pretty well but the -1 is added to make sure zoom in is mouse wheel up instead of being inverted. We have a custom variable called Zoom Rate which allows me to change the speed you zoom in and a Clamp float to limit the amount that you can zoom in and out.
Rotating around the car was also very simple, this blueprint is a bit more advanced as it has a if node saying if I am using the interior camera then only rotate around the interior camera and same for exterior. This is because when the script was first created is was rotating both cameras in both views.
Now the most complicated setup in this script. This is very complicated because it uses a lot of nodes to limit the amount that you can rotate up and down otherwise you can bug out the camera and throw the axis into melt down and require a reboot.
AFK Timer
Now the AFK timer. This is a little complicated but basically it is set up so that after no action has happened for a certain amount of time then it will cycle through the different camera angles I have set up.
To start.
Custom event that sets player as AFK after 10 seconds. This is where I can adjust the time it takes to go AFK. 
Plug AFK into the change camera setup to say if afk is active cycle through cameras.
Then if left click is pressed deactivate afk and swap camera back to the 360 view.



















