How do I setup and use TextureRenderTarget to create HUD?
Recently I just started to work on UE4 and tried to figure out a simple way to rapid prototype HUD so that artists can easily drag and move UI items around, instead of setting values in blueprints. In Unity it is pretty easy to setup a camera far away from the whole scene and render both this camera and the main camera.
In UE4, I had learnt that I can use TextureRenderTarget, SceneCapture2D and DrawTexture in AHUD to draw the rendered texture on the screen. However, the main issue is that the render texture will always include the background color.
Is there anyway to make sure the alpha value of the background in this texture is always 0? Like that in Unity?
If the only solution is to modify engine source code, how can I achieve it? Should I investigate into CaptureComponent2D?
Thank you very much!
You could try use material to remove backgroud color
answered May 01 '14 at 03:34 AM
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