Rendering a UMG Widget on a Static Mesh?
So, im working on a 3d " journal " interface, where the UI is drawn on a plane inside the journal model. I exposed the material instance on the UMGWidgetComponent so i can grab it and apply it to my mesh instead...My problem is that while i can apply the material just fine i cant get it to make the ui Somehow " fit " inside the plane, i also tried with a few different meshes with mixed results
Left is the UMG Widget material applied to a mesh, Right is the normal result on a widget component
Applying the Material to a plane, gives fairly good results ( although with some stretching , it " stretches " the UI based on the plane scale , ideally id like the UI to not be stretched )
Using a scaled down cube works well too
And here is where the problem is. When using my own journal model . the pages have their own material slot and they are just planes.. the problem is that the UI doesnt fit at all inside these
So yeah basically im trying to find a way to make the material / UI "fit" on the specific UV / Material region
asked Dec 31 '15 at 01:11 PM in Rendering
This is how I render the UMG into a texture.
This will always create a new UTexture2D. You can alter it for your needs and to use always the same texture, for performance.
answered Aug 30 '16 at 08:33 PM
How did you expose the material instance? That's really interesting!
For the UI in the page, I see some options:
answered May 10 '16 at 09:55 PM
hi,could you show me the way to Render a umg widget on a static mesh.I am a newer,could you show me the code?
answered Aug 30 '16 at 11:51 AM
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