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"

How to implement a HUD using HTC/Vive?

I am working on a HTC/Vive VR game in which the player needs to be informed frequently about the state of the game. So embedding UI elements within the game environment seemed not a good idea.

I would like to create a 3D heads up display for this purpose. Just like the master chief's visor in Halo games...

I've tried many things for this purpose but failed.

First I've tried this using UWidgetComponent. I attached a widget component to the player's HMD controlled camera. This does not work because widget component does not provide a way of displaying high resolution texts on relatively small scale meshes. The only way I could find to fit a text element inside a small quad is to reduce the font of the text. But if I do this then I get really bad looking, unreadable, low resolution texts.

If I make a bigger quad that is rendered further away from the camera then I can partially solve this problem. However this time the hud intersects with other game geometry as the widget component itself is a rendered actor in the scene... And from what I understand there is no way to enforce that the widget component is rendered last (overlayed on the image) in stereo.

Also the above mentioned method looks more like a hack then a proper implementation.

Second, I've tried my luck with the UStereoLayerComponent. I succeeded in rendering the hud widget to the render texture that is set to the stereo layer but no matter what I do the HUD is never visible on the screen.

I've come up with several posts that says UStereoLayerComponent is working only for Oculus/Rift at the moment. Is that true?

Is there really no way of implementing a HUD for HTC/Vive with high resolution UI elements without diving deep into the Unreal Engine code?

If there is a way can somebody explain how this can be done? With an example perhaps...

Product Version: UE 4.14
Tags:
more ▼

asked Jan 27 '17 at 02:48 PM in VR

avatar image

Matiati
144 17 20 39

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

1 answer: sort voted first
more ▼

answered Feb 08 '17 at 09:32 AM

avatar image

Matiati
144 17 20 39

(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