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Draw custom frame buffer into HUD

Hello Unreal Community,

I am new to Unreal and the basic concepts but quite experienced in C++ coding in other contexts. With Unreal now I would like to draw own user content into what I would like to appear as a HUD. Imagine I have a library able to render content into, say a framebuffer such as Qt.

From what I gather in tutorials and docs I conclude that I need to derive from AHUD and then access the contained UCanvas. My question is: what would be a canonical and neat way to access the underlying buffer itself to write into rather than being limited to draw primitives such as DrawText() or icons? Is the HUD the right thing? Or do I have to look into entirely different concepts such as textures?

If anyone could give me a hint it would help a lot.

Cheers, Moose

edit: I should add that I am OK with being limited to Windows for that. Other platforms are not required right now but I would prefer a solution that works for all.

Product Version: UE 4.10
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asked Feb 01 '16 at 04:39 PM in C++ Programming

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avatar image dustimusprime Feb 15 '16 at 07:45 PM

I second this question. I'd like to create drawing tools to be able to draw and erase complex lines and shapes to the screen in real time.

avatar image MrMoose2342 Feb 16 '16 at 07:58 AM

I take it then there is no way to do this (yet)? No Texture Buffers, GL contexts, Texture Sources of any kind? That would not be very good for me...

avatar image dustimusprime Feb 18 '16 at 05:12 PM

Apologies. I failed to mention that I too am new to Unreal. I don't know whether this is possible or not, but it's hard for me to imagine that something like this would not exist within the engine.

avatar image dustimusprime Feb 23 '16 at 05:36 PM

I've been looking into this for a while and I wanted to share with you what I have found so far. I'm still new to this and haven't made any progress on my own, but this Topic demonstrates rendering to a texture, so it can then be assigned to a canvas. More on the Textures

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