Can someone help me build a HUD radar??

Hey AttemptD,

There’s probably a few ways to go about this. You can definitely add post processing effects to camera you’re using for your mini-map.

I haven’t looked into this one myself yet, but community user Shoiko created a set of tutorials on creating a radar that you might want to check out:

Let me know how that goes and if it’s kind of thing your looking for!

So I’ve learned how to create a mini map.

In a corner of screen it will show a high up above shot of map.
Simply done by creating a BP as a camera and drawing its feed as a texture in my HUD.

So…I would like to figure out how to set it up radar style??

Like is there a way to change camera feed to something different…or add a post process to it??

And How could I get players and enemies to show up through ceilings…is there a possible way to pull this off without C++??

I figured I’d need to add a certain component to all player and enemy BP’s which would be fine…I just don’t know exactly how to do it…

If anyone can help me PLEASE let me know. thank you :slight_smile:

This is excellent information. THANK YOU!

Rendering to a camera is a rather consuming operation in terms of computing/rendering. If you wish to have a cheaper option, you can get relative locations of relevant actors and tell your HUD to draw them on radar. That way you can also make sure radar always faces your direction.

One way of achieving this is as goes (assuming you wish to detect enemies named BP_Enemy in radar):

  1. Create a variable called “RadarLocations” in your HUD. Make it an array as you are likely to have multiple actors detected by your radar.
  2. Create a blueprint interface called “Radar Interface” or sth similar. Add a function called “GetLocation” with an actor input. Add another function called “SendLocation” with a vector input.
  3. Create an “Event Receive HUD Draw” event in your HUD. Clear RadarLocations array. Get all actors of class BP_Enemy. Create a ForEachLoop using output from previous step. In Loop Body, get location of each enemy by subtracting player’s location from them and add this to RadarLocations vector array. Finally create another ForEachLoop and use a DrawTexture node in Loop Body to draw them all.
  4. You can use some Branch nodes to prevent drawing enemies that are beyond radar radius.

Care to explain a little more, maybe with images? I’m having some trouble to figure this out. What’s use of RadarInterface? Thank you!

I have created radar tutorial maybe it will be helpful:

I found your tutorial a while ago and I’m stuck on final step, that image is just too low resolution, I think I figured most of it out. Is there any way I could get a larger resolution image? I just need to double check my node names.

Mainly because it’s not drawing anything at all to screen.

Yay! I read comments on your page and saw your comment about copying link and removing resize in html. Now I can see where I went wrong! Thanks a million! Excellent tutorial!