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"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

[UMG] Can't get UI to display while using a CameraActor viewing an active scene.

Hi there!

I've been trying for the better part of a day now to figure out why I can't get my MainMenu widget to display through a CameraActor view of a live scene for my Android Mobile proof of concept. Seems like it should be pretty straight forward but I'm missing something for sure and could definitely use some guidance as to how to fix what I'm doing wrong...

Here's my main menu. Very basic logic tied to the buttons - one loads a test gameplay map (different from this current level), the other executes a console command to quit. UMG Main Menu with two buttons

Next is the view that the camera sees when I launch the game. It is an empty level with no spawn points and a single camera actor set to Auto Activate for Player 0. Ideally the Main Menu UI should be overlaid on top of this. Camera Actor view of active scene, Menu UI is not drawing

Here are those settings for the camera that I mentioned, in the event it might help resolve my issue. It's just a standard CameraActor, nothing fancy about it beyond deviating from the defaults a little. CameraActor settings - note that Auto Activate for Player is set to Player 0

And finally, here is my Level Blueprint which should be calling the MainMenu widget and rendering it to screen, along with enabling the cursor to interact with it. However, since this project is for Android Mobile, I'm not sure if that last step is necessary? Level Blueprint - On Begin Play, Get MainMenu widget, Add to Player Screen, Set ShowMouseCursor to TRUE

I should probably also mention some other specifics that will hopefully aid in solving this problem, like the fact that this is a TopDown Blueprint project with Starter Content, including some sound FX and animations imported from the Content Examples and First-Person Shooter starter projects.

The 'Main' level that loads on default is devoid of any spawn points or player characters - it's simply level geometry - just BSP, Static Meshes, Point Lights, Particle Systems, a Directional Light, a Sky Dome, and one CameraActor.

The 'Start Game' button should open another level (called 'Level_02A'), and the 'Exit Game' button runs the console command 'quit'. In the World Settings the 'GameMode Override' is set to the default 'TopDownGameMode', and 'DefaultPawnClass' is set to 'Character' instead of the actual player object which I've named 'HeroCharacter'.

Obviously, if there is any missing information that you guys need to help me figure out this problem don't hesitate to ask, and I greatly appreciate the help.

So what do you think guys and gals? Easy fix, or hopeless endeavor?

Product Version: UE 4.10
umg_menu.jpg (460.1 kB)
background.jpg (602.9 kB)
cameradetails.jpg (873.2 kB)
levelbp.jpg (363.2 kB)
more ▼

asked Dec 31 '15 at 08:43 AM in Blueprint Scripting

avatar image

Nikolai Mohilchock
28 4 6 7

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

1 answer: sort voted first


Looking at the level blueprint, is there any particular reason you have decided to use the Add to Player Screen node instead of the Add to Viewport node? If not, then go ahead and try using the Add to Viewport node instead and see if that makes a difference. Let me know how it works out.

more ▼

answered Dec 31 '15 at 01:15 PM

avatar image

Sean L ♦♦ STAFF
43.6k 485 152 441

avatar image Nikolai Mohilchock Dec 31 '15 at 10:26 PM

Upside: It works! I can see my menu, click buttons, and launch levels or quit the game! Thank you!

Downside: It's broken! For some reason I can't control my character once I launch a new level.

Details: So far I've tried stripping out the ShowMouseCursor Boolean settings and I'm not using any 'Set Input Mode' for Game/UI... so not sure how I lost control of my character...

avatar image Sean L ♦♦ STAFF Jan 04 '16 at 01:23 PM

Are you possessing the character once you begin the new level? If not, this could be why you are not able to control the character.

(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