3D character portrait?

Hi!

Currently I’m working on polishing up the HUD for our game, and one thing we wanted to add was a 3d character portrait. Basicly what I have now is a 2d scenecapture component and this kinda works, but I was wondering if there was a way to tell the scenecapture component to only render the character, i.e. have an alpha background behind instead of rending all it can see (now it renders the level behind the character as well).

Is there a way to filter out what a sceneCapture component captures? I tried with advanced flags but this didn’t appear to have any effect…

Hey ZeoZen,

You are on the right track, it is just a matter of what show flags to enable or disable, as well as setting up the view distance correctly.

Use the images below as a guideline for setting up the process on your own end, and let me know if you have any questions. I have highlighted the areas of importance.

Scene Capture 2D Setup

Character Render Texture

UMG - Character Image

As I said, let me know if you have questions about this set up and I will be glad to help :slight_smile:

Thank you,

Hi! thanks for quick reply and help! this is what I’m trying to do indeed, however:

I tried setting it up as you showed and it did not do any difference for me. I tried doing it in a brand new project as well, same result.

What view distance override did for me is simply make the background statics render less, but they’re still there.

Maybe I should elaborate on my process: I started by making a child BP of the SceneCapture2D class, set it up like you showed, added that as a component to my character, set up a render target to a material and placed that inside the hud. I dunno why but it seems like there are no difference when I play around with the show flags.

Hey ZeoZen,

It appears our steps differ a little bit. Blueprint components are considered dynamic components. As such, just with any other type of component, the properties only appear in the BP Components view. You can’t modify them on the instance.

In other words, try going about this differently as the way blueprint components are used this is currently not an option. You can simply go about this within the level blueprint. If you wanted to hard attach the Scene Capture 2D component and use the steps I took, that would work well for keeping it to a per player basis.

Let me know if you have further questions.

Thank you,

Thanks so much andrew:)

Yes that’s what I experienced, that when deriving a component from scene2d to use in my character none of the variables were exposed. I thought that if I first made a child of it and then dragged that into the character the variables would stick but it would appear that they revert to default?

I’ll try making it hard attach or figure out a different approach to the ui.

Again thanks for the answer!