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Is there a way to Render UMG to a texture

Hi, I want to know if it is possible,if yes how, to Render a UMG Widget to a texture and apply it to a mesh. I want to make a SAO style Healthbar that the opponent will see.

Product Version: UE 4.10
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asked Mar 30 '16 at 02:14 PM in Using UE4

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3 answers: sort voted first

Yeah but you'll need to create a C++ class to access the needed functions...

Dependances in Build.cs file:

 PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" , "UMG", "Slate", "SlateCore", "RenderCore"});
 PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore", "RenderCore" });

H File:

 * Renders a widget to a Render Texture 2D with the given draw size.
 * @param widget      The widget to converted to a Render Texture 2D.
 * @param drawSize    The size to render the Widget to. Also will be the texture size.
 * @return            The texture render target 2D containing the rendered widget.
 UFUNCTION(BlueprintCallable, Category = RenderTexture)
 class UTextureRenderTarget2D* WidgetToTexture(class UUserWidget*const widget, const FVector2D &drawSize);

 /* UPROPERTY initialized so UE4 will handle its garbage collection correctly... */
 UPROPERTY(BlueprintReadWrite, Category = RenderTexture)
 class UTextureRenderTarget2D* TextureRenderTarget;

CPP File:

 UTextureRenderTarget2D* UComputerWidget::WidgetToTexture(UUserWidget *const widget, const FVector2D &drawSize)
     // As long as the slate application is initialized and the widget passed in is not null continue...
     if (FSlateApplication::IsInitialized() && widget != nullptr)
         // Get the slate widget as a smart pointer. Return if null.
         TSharedPtr<SWidget> SlateWidget(widget->TakeWidget());
         if (!SlateWidget) return nullptr;
         // Create a new widget renderer to render the widget to a texture render target 2D.
         FWidgetRenderer* WidgetRenderer = new FWidgetRenderer(true);
         if (!WidgetRenderer) return nullptr;
         // Update/Create the render target 2D.
         TextureRenderTarget = WidgetRenderer->DrawWidget(SlateWidget.ToSharedRef(), drawSize);
         // Return the updated render target 2D.
         return TextureRenderTarget;
     else return nullptr;

After all of this has been implemented your going to have to cast the UTextureRenderTarget2D into a UTexture so it can be passed as a texture parameter to the material instance (Only in C++), although you could just add this at the end of the function and just have it return the UTexture to make things easier.

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answered Feb 26 '19 at 12:25 PM

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avatar image LX.Simedix Apr 10 '19 at 10:03 AM

thanks u very much , very nice

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You could use the (experimental) 3D Widget Component instead of a Texture. You wont be able to wrap it around the whole model, but if you only want a UI rendered on a flat surface it works just fine.

Here is a tutorial about this: https://docs.unrealengine.com/latest/INT/Engine/UMG/HowTo/Create3DWidgets/

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answered Jul 05 '16 at 03:24 PM

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The only way I have figured out how to do it is to set up a SceneCaptureComponent2D to capture a 3D Widget Component and render it to a render target. However, this will not allow the same level of control over the transparency.

I would recommend checking out this if you know anything about programming in C++

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answered Mar 05 '18 at 01:39 AM

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