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Is there a Z order in a HUD blueprint class?

Hello everyone, I want to create a hud that has more than one texture overlapping each other. How can arrange the order that they appear on screen? (Z order).

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asked Sep 01 '14 at 03:03 PM in Rendering

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Roccinio
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The stacking order is the same as the drawing order. To make texture A show up on top of texture B: draw texture B first, then draw texture A.

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answered Sep 01 '14 at 03:36 PM

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Xenome
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avatar image Roccinio Sep 01 '14 at 04:17 PM

Thank you!

avatar image MaxPower42 Jan 15 '16 at 01:26 PM

Is this possible in 3D as well somehow?

Because I want a GUI that exists in 3D space. If an element is visible, I want it to be FULLY visible and anything that might be (completely or partially) in front of it, should be rendered in its background.

On top of that I will need to render whatever a player is holding in their hands, without having it clip through any objects that are directly in fron of them.

And lastly, on top of everything else, I want to draw HUD elements, but I don't necessarily want to use a "canvas" for that. I would rather just set the drawing order and use ordinary materials to be more flexible.

avatar image Roccinio Jan 15 '16 at 07:29 PM

This is a super old thread, back when UMG was experimental and we had to use the HUD class.

Now UMG's have a sort priority build into them for sorting render order .

I dont think you will have to do anything in order for the widget to be always on screen because i believe they are always rendered in front of everything else. And in case you ever face problems then go under project settings>rendering and set the z order to something else that better suits your needs.

Cheers.

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