Material Emissive Colour not showing when created with draw material
I am trying to draw a material on my HUD using DrawMaterialSimple as shown here:
This also occurs when the material is applied to an image component in a UMG widget:
The material I am using has an emissive colour to give it a glow effect (based on this example: link )
However when I run the game (using play in new editor window and standalone) the glow is not present:
Is there something I am missing in order to make this effect appear in game or do emissive effects not get applied to materials that are not on a physical mesh?
asked Jun 20 '15 at 07:34 PM in Blueprint Scripting
HUD and UMG are drawn on top of the game world. Tonemapping, bloom, motion blur, etc. do not get applied to the HUD and screen-space UMG widgets. They are also drawn with with an sRGB buffer, so values outside of 0 - 255 will be clamped (and they aren't in linear color space).
This is generally what most games want, but not always what games want. If you want the game world postprocessing effects to apply to your HUD, you will need to have your HUD exist in the game world. You can try the experimental UMG actor component and set it to world-space. You may also need to modify the material it uses to draw in order to get it to emit very bright colors, I'm not sure.
Another alternative you might try is to pre-create the glow effect you want as a static image, and just display that in your HUD like normal. Yeah, it's "fake", but it will make things a lot easier. :)
answered Sep 22 '15 at 06:00 AM
Follow this question
Once you sign in you will be able to subscribe for any updates here