HUD Draw image in ue4 (canvas?)

Hey,

I’ve played around a little bit with the HUDs and canvas using power of 2 textures (32x32 blue color).
Is it possible to draw a full custom image, which has a size of 300x15 ?

#Hud.h

You have complete control over size, uv mapping and everything right here:

/**
	 * Draws a textured quad on the HUD.
	 * @param Texture			Texture to draw.
	 * @param ScreenX			Screen-space X coordinate of upper left corner of the quad.
	 * @param ScreenY			Screen-space Y coordinate of upper left corner of the quad.
	 * @param ScreenW			Screen-space width of the quad (in pixels).
	 * @param ScreenH			Screen-space height of the quad (in pixels).
	 * @param TextureU			Texture-space U coordinate of upper left corner of the quad
	 * @param TextureV			Texture-space V coordinate of upper left corner of the quad.
	 * @param TextureUWidth		Texture-space width of the quad (in normalized UV distance).
	 * @param TextureVHeight	Texture-space height of the quad (in normalized UV distance).
	 * @param TintColor			Vertex color for the quad.
	 * @param BlendMode			Controls how to blend this quad with the scene. Translucent by default.
	 * @param Scale				Amount to scale the entire texture (horizontally and vertically)
	 * @param bScalePosition	Whether the "Scale" parameter should also scale the position of this draw call.
	 * @param Rotation			Amount to rotate this quad
	 * @param RotPivot			Location (as proportion of quad, 0-1) to rotate about
	 */
	UFUNCTION(BlueprintCallable, Category=HUD, meta=(Scale = "1", bScalePosition = "false", AdvancedDisplay = "9"))
	void DrawTexture(UTexture* Texture, float ScreenX, float ScreenY, float ScreenW, float ScreenH, float TextureU, float TextureV, float TextureUWidth, float TextureVHeight, FLinearColor TintColor=FLinearColor::White, EBlendMode BlendMode=BLEND_Translucent, float Scale=1.f, bool bScalePosition=false, float Rotation=0.f, FVector2D RotPivot=FVector2D::ZeroVector);

	/**
	 * Draws a textured quad on the HUD. Assumes 1:1 texel density.
	 * @param Texture			Texture to draw.
	 * @param ScreenX			Screen-space X coordinate of upper left corner of the quad.
	 * @param ScreenY			Screen-space Y coordinate of upper left corner of the quad.
	 * @param Scale				Scale multiplier to control size of the text.
	 * @param bScalePosition	Whether the "Scale" parameter should also scale the position of this draw call.
	 */
	UFUNCTION(BlueprintCallable, Category=HUD, meta=(Scale = "1", bScalePosition = "false"))
	void DrawTextureSimple(UTexture* Texture, float ScreenX, float ScreenY, float Scale=1.f, bool bScalePosition=false);

	/**
	 * Draws a material-textured quad on the HUD.
	 * @param Material			Material to use
	 * @param ScreenX			Screen-space X coordinate of upper left corner of the quad.
	 * @param ScreenY			Screen-space Y coordinate of upper left corner of the quad.
	 * @param ScreenW			Screen-space width of the quad (in pixels).
	 * @param ScreenH			Screen-space height of the quad (in pixels).
	 * @param MaterialU			Texture-space U coordinate of upper left corner of the quad
	 * @param MaterialV			Texture-space V coordinate of upper left corner of the quad.
	 * @param MaterialUWidth	Texture-space width of the quad (in normalized UV distance).
	 * @param MaterialVHeight	Texture-space height of the quad (in normalized UV distance).
	 * @param Scale				Amount to scale the entire texture (horizontally and vertically)
	 * @param bScalePosition	Whether the "Scale" parameter should also scale the position of this draw call.
	 * @param Rotation			Amount to rotate this quad
	 * @param RotPivot			Location (as proportion of quad, 0-1) to rotate about
	 */
	UFUNCTION(BlueprintCallable, Category=HUD, meta=(Scale = "1", bScalePosition = "false", AdvancedDisplay = "9"))
	void DrawMaterial(UMaterialInterface* Material, float ScreenX, float ScreenY, float ScreenW, float ScreenH, float MaterialU, float MaterialV, float MaterialUWidth, float MaterialVHeight, float Scale=1.f, bool bScalePosition=false, float Rotation=0.f, FVector2D RotPivot=FVector2D::ZeroVector);

	/**
	 * Draws a material-textured quad on the HUD.  Assumes UVs such that the entire material is shown.
	 * @param Material			Material to use
	 * @param ScreenX			Screen-space X coordinate of upper left corner of the quad.
	 * @param ScreenY			Screen-space Y coordinate of upper left corner of the quad.
	 * @param ScreenW			Screen-space width of the quad (in pixels).
	 * @param ScreenH			Screen-space height of the quad (in pixels).
	 * @param Scale				Amount to scale the entire texture (horizontally and vertically)
	 * @param bScalePosition	Whether the "Scale" parameter should also scale the position of this draw call.
	 */
	UFUNCTION(BlueprintCallable, Category=HUD, meta=(Scale = "1", bScalePosition = "false"))
	void DrawMaterialSimple(UMaterialInterface* Material, float ScreenX, float ScreenY, float ScreenW, float ScreenH, float Scale=1.f, bool bScalePosition=false);