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Issue with "Project" blueprint node in VR?

alt textI'm using the "Project" node in my HUD blueprint to take the position of an object in the world and return a 2D position to draw a highlight over it.

Taking the X and Y from the returned vector to position the 2D highlight is working perfectly in normal play, but as soon as I switch to stereo rendering all I get back is the center position of the screen.

Has anyone else tried using the Project node like this? It's a bit hard to search for given the nature of its name being used for more common purposes, but the documentation is here:

https://docs.unrealengine.com/latest/INT/BlueprintAPI/HUD/Project/index.html

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asked Apr 09 '15 at 02:06 PM in Blueprint Scripting

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daPing
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avatar image SVR33 Apr 18 '15 at 12:10 AM

Hi daPing,

I struggled with the project node for a long time before giving up and creating an alternative solution. I was trying to do something similar to what Liondog was attempting in this thread:

https://forums.unrealengine.com/showthread.php?57392-Text-Displayed-on-map-during-combat&highlight=widgets

Weeks later and I'm really not happy with my solution and coming back to the project node but I feel like it might be broken, as I've never actually seen it used and can't get it working for the life of me. Have you any luck?

J

avatar image daPing Apr 20 '15 at 12:38 PM

Hi,

Thanks for replying. The setup shown worked fine on 4.7.5, once I'd got the Objective Location object referenced right. I honestly haven't continued trying to develop this any further at the moment, but if / when I get back to it I'll maybe try something different.

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The key is to understand that VR renders on splitted screens, i think thats why its fails to convert the projection.

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answered May 22 '15 at 11:28 PM

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son1cman
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