x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

How to: Add decal to material

Hi,

i do not get it, but it should be easy :D

For example: i have a simple material with a 1024x1024 image plugged in Base Color

Now i want to add a 32x32 decal to that material at position X/Y

How can i do that ? :D

Thanks in advance

Product Version: UE 4.8
Tags:
more ▼

asked Jul 10 '15 at 05:04 PM in Using UE4

avatar image

Raidfire.Net
672 62 57 118

avatar image Logan Bailey ♦♦ STAFF Jul 10 '15 at 05:48 PM

Hello raidfire,

Here is a link to UE4's source on how to create decals. Basically you have to create a decal material, create an actor, and then attach that material to that actor. Once you've done this you will drag it into your level.

https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/Decals/1_1/index.html

Hope this helps, Logan

avatar image Raidfire.Net Jul 11 '15 at 09:59 PM

Thanks for your reply.

Unfortunately i've already read this tutorial. It is nice how easy decals can be put into the world and i will use this later.

But currently i wanna do something more "wierd" :D

I have created a minimap with a scenecapture2D and symbols that moves on that map regarding to their original location on the real map.

Now.. i wanna create quest areas and this is where the crazy things comes :D

I can do that already, but only with rectangular minimaps. I just draw the quest area as an image within a border and "padding" it out to the right location. This way you can handle images that should not be drawn outside of the border. But there are no "round" borders in UMG, so i have to do it differently. Plugin? No, not user friendly :D Material? Yes! But how?

So this is the case: I have an image for UMG. On this image all quest areas should be drawn if they are in range. I can handle all the math stuff :D

But how can i draw and shift a smaller image on a bigger image?

I think, that declares it better, what i mean.

Hope it is understandable.

avatar image Logan Bailey ♦♦ STAFF Jul 13 '15 at 01:32 PM

Ok,

So to clarify you are doing something like a small UMG image in the corner, or wherever, and as you move throughout the area you want the mini image to be filled in similar to Mario? This way you can keep track of where you are moving and can be say pulled up in the view port by clicking on it or interacting with it in some way.

Let me know if this is along the lines of what you are looking for?

Logan

avatar image Logan Bailey ♦♦ STAFF Jul 13 '15 at 01:42 PM

I will also link you our wiki's documentation on UMG and UI Design

https://docs.unrealengine.com/latest/INT/Engine/UMG/index.html

Logan

avatar image Raidfire.Net Jul 13 '15 at 03:43 PM

Hi

it is a minimap with symbols that always change the position on that minimap depending on where the player is and if these locations (symbols) are within range so that they will be shown on that map. That works fine. Here is the pic: alt text

Now i wanna make quest areas. When i draw them like the symbols i will get this result: alt text

So i have to find a way that the quest areas do not fill out the whole screen :D I have found a solution, but only for rectangular minimaps: create a border for every quest area image and change the padding value. This picture shows it what i mean: alt text

Now the main issue i have. How to do this for round or better to say elliptic minimaps. There are no elliptic borders available in UMG. I do not want to create C++ code cause it would be non user-friendly when the user have to add a plugin (i work with plugins).

This issue seems to be my last big issue for this project, so if anybody has a nice solution, i would owe you one :D This project for free for example :P

minmap1.jpg (22.0 kB)
minmap2.jpg (29.4 kB)
paddingout.jpg (224.1 kB)
(comments are locked)
10|2000 characters needed characters left
Viewable by all users

3 answers: sort voted first

So, what I would do is fade in your objects. Have them all on screen behind your object or an image of a circle of the same size. Once you enter that area or zone then all you would have to do is change their Z order and bring that circle surrounding the house, our better yet over the compass and make it like a red zone or whatever color to indicate you are in that area. Right now UE4 doesn't have a very good clipping system and this is one of those work around options.

I highly encourage you to look through all of the UMG documentation and make sure you know exactly how it's done before punching buttons though :).

Logan

more ▼

answered Jul 13 '15 at 05:10 PM

avatar image Raidfire.Net Jul 13 '15 at 09:32 PM

Hi Logan,

i have read your answer a few times and thought a lot of it.

Maybe i didnt get it or we talked at cross purposes. I do not need to activate or deactivate these areas. I just want something like this:

alt text

The areas are images. They can be anything, not just a circle. They should just not be drawn outside of the minimap.

Sorry for disturbing again :D

minimap3.jpg (38.1 kB)
(comments are locked)
10|2000 characters needed characters left
Viewable by all users

Solution found :D

Keyword: Texture cropping

more ▼

answered Jul 14 '15 at 07:27 PM

avatar image

Raidfire.Net
672 62 57 118

avatar image metronibo Jul 15 '15 at 01:25 PM

Can you pls explain how to make Texture Cropping to have circle shape? :D

avatar image Raidfire.Net Jul 15 '15 at 02:43 PM

Yes, i will explain. Not in detail, just the workaround:

With Texture Cropping you can make a texture smaller and you can shift it.

Make it smaller by setting the new upper left and new bottom right corner.

Shift it by changing the UV: Plug in the Addition of TextureCoordinates and a Constant2Vector. Change the Constant2Vector as you need to shift

The circle shape is just another texture, a mask. Plug in this mask into the Opacity or Opacity Mask.

Thats all :D

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

Good, I'm glad you found a viable solution.

Logan

more ▼

answered Jul 14 '15 at 07:50 PM

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question