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HUD font color influenced by post processing?


so I tried to draw a simple "use object" text on the screen. I used the HUD as described in the FPS tutorial on the wiki - so I set the HUD in my gamemode cpp file.

 // set hud
 HUDClass = AFPSHUD::StaticClass();

and that's it. I then draw the text in the HUD's drawHUD() function.

 Canvas->DrawText(font, TEXT("Press [e] to use"), centerX, centerY+.5f*centerY);

The text should be white but it isn't. I noticed, that it changes with postprocessing effects (as you can see in the screenshot): alt text

Any way to disable this "feature"?

Thanks for helping!

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asked Mar 30 '14 at 10:49 AM in C++ Programming

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You've probably sorted this out by now but for anyone else wondering...

Don't think the HUD is affected by post processing, that screenshot's just a bit of a trick of the eye. The color thing is most likely because the color needs to be set on the Canvas before making the draw call, e.g.:

 Canvas->DrawText(aFont, TEXT("some text"), xPos, yPos); 
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answered Sep 17 '14 at 09:37 AM

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