UMG using a scene capture 2D

So i have created a simple UMG widget that has a button when the button is clicked it displays a camera feed, unfortunately when I click this button the screen stays white and won’t update with the camera feed.

I bound the brush so I could fill it with a different camera.

When the first button is clicked it access an array of type scene capture 2D and would display the image, my thinking is that it doesn’t display cause I can not update every second.

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it just keeps the screen white like this constantly

Edit, so it works as long as I define the camera before hand, but won’t work with the brush bind setup anyway I can change the image without using a slate brush?

I’ve had a few errors like this when using SceneCapture2D. Could you link a screencap of this part of your blueprint? I’m betting that it’s an issue with your capture source. You should be able to plug in your capture texture into a slate brush.

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I also have a few nuggets of wisdom I’ve learned with how to set those up. In answer to your second question, yes. You can change the image without using a slate brush.

First, I’d make sure to filter your capture textures through a material, as you can more strictly control what’s going on from there. You can set the image to a material.

Next, I’d use an array of Texture references as your camera feeds (one per capture texture).

Get the Dynamic Material Instance from your Image widget, and use the “Set Texture Parameter” node to set the texture from your various capture textures.

Sorry for the slow reply I wasn’t home. Below is the image you requested.

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Hi there,
Have you resolved your problem ? How ?
I’ve got the same issue.

you said you think it doesn’t work because it might not be updating every second? you could place an event tick and have a bool that enables the tick when the button is clicked, disable event tick in the default settings beforehand. That way if its still white it could root out that issue.