x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Deproject SceneCaptureComponent2D

I currently have SceneCaptureComponent2D rendering to a texture that I'm using in a UMG widget. I want to deproject mouse clicks on that UMG widget to the 3D space in front of the SceneCaptureComponent2D. I've dug around the source to see if there's anything that I can use, but I couldn't quite find anything useful. And, unfortunately, I'm still trying to wrap my head around the math needed to make it work.

Any suggestions?

Thanks, Zach

Product Version: UE 4.11
Tags:
more ▼

asked Apr 15 '16 at 04:23 AM in C++ Programming

avatar image

zknet
16 1 4 9

(comments are locked)
10|2000 characters needed characters left

1 answer: sort voted first

Answering my own question. This is what I did. (It involves editing UE4 source.)

First, I added two variables to USceneCaptureComponent.

 public:
     FIntRect ViewRect;
     FMatrix InvViewProjectionMatrix;

Then I populate those two variables at the end of FScene::CreateSceneRenderer (in SceneCaptureRendering.cpp)

 // Copy the data needed to do deprojection.
     SceneCaptureComponent->ViewRect = View->ViewRect;
     SceneCaptureComponent->InvViewProjectionMatrix = View->InvViewProjectionMatrix;
 
     return FSceneRenderer::CreateSceneRenderer(&ViewFamily, NULL);

With that in place, I can use the above and take the screen position of the click event (or whatever) and call FSceneView::DeprojectScreenToWorld.

 bool ADeprojectTest::Deproject(const FVector2D& ScreenPosition, FVector& Origin, FVector& Direction)
 {
     if (SceneCaptureComponent)
     {
         FSceneView::DeprojectScreenToWorld(ScreenPosition, SceneCaptureComponent->ViewRect, SceneCaptureComponent->InvViewProjectionMatrix, Origin, Direction);
         return true;
     }
     return false;
 }

That's it. It should return an origin and direction normal for your tracing needs.

more ▼

answered Apr 19 '16 at 02:52 AM

avatar image

zknet
16 1 4 9

avatar image antoinegloum May 08 '17 at 01:58 PM

It seems that InvViewProjectionMatrix is not in FSceneView anymore. Have you found a solution for Unreal 4.15 ?

avatar image antoinegloum May 08 '17 at 03:47 PM

I got it from View->ViewMatrices->GetInvViewProjectionMatrix(), but it seems broken.

(comments are locked)
10|2000 characters needed characters left
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question