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Minimap: Splines in UMG or Actor visibility per Camera

We’re currently trying to create a minimap system on our project so we’ve tested out two possible implementations, both of which with deal breaker flaws. We were wondering if we can run it by you guys and perhaps get a workaround to the issues we faced.

The first implementation allows us to create a stylized minimap. Everything works great except for the fact that we can’t represent splines (which in our case is a big deal). Is there a way to represent splines in UMG?

The second implementation we tried is to place a camera facing down and rendering the scene again. Apart from the fact that this is a bit expensive (something we’re trying to avoid) we got to the point where we want certain types of objects to be invisible to this camera. We’ve tried using the ownership method which affects our project in other ways and it’s a no go and we’ve also tried the custom depth solution that also affected our project. Isn’t there a way to specify that an object is only visible to a certain camera and invisible to others?

This has been puzzling us since it sounds like something simple to achieve (decide if an actor is rendered by all cameras or just certain ones). Are we going about this the wrong way? Thank you so much for the help.

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asked Feb 22 '16 at 02:15 PM in Rendering

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Joana_P
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For each camera create a plane. This plane is the 2D or 3D assets representing the interface. They are constrained to camera viewport. These assets can be hidden at will or assigned to specific clients existence. My guess. This way splines can be used as is.

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answered Sep 24 '16 at 04:25 AM

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Sir Quizalot
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