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Emissive Tint within the HUD?

Hey guys. I've been playing around with my HUD recently by adding a few things here and there and I have come across a bit of a problem. I am trying to draw a few bars into the bottom right corner of the HUD. Now I got some there succesfully but the one which has an arrow pointing to it has an Emissive Tint to it so theoretically it should emit a light from it but it is not. I have added a screen shot of what it looks like when playing and the material setup itself. Any ideas what I'm doing wrong? Thanks in advance.

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asked Sep 02 '14 at 04:50 PM in Blueprint Scripting

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avatar image Connor.Williams Sep 02 '14 at 05:07 PM

I've never really tried using emissive colours on a HUD element before; but it may be worth trying to use a Dynamic Material and see where that takes you. I'm not sure if HUD's support light instances within the current build (I'm unsure of this). But you can achieve (kind of) what you're looking for by using Dynamic Materials with UMG.

avatar image Raiden58237 Sep 03 '14 at 07:07 PM

I am not currently subscribed to Unreal so I cannot get UMG at this time. If this is the only way then I will just have to wait a few weeks.

avatar image SalahAdDin Jul 09 '19 at 09:04 AM

did you find a solution?

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I couldn't say it's the only way, it's just the way I know. There may be another way of doing it; but as far as I'm aware; this is the only way of doing it (currently). I've heard it can be achieved through code; but I'm guessing this would need extensive scripting for it to be called within the Blueprint HUD.

I will stand corrected if there is another way, but looking at the lack of replies on here; I'm guessing there's not. But good luck playing with UMG when you get it. It's a really powerful and easy to use system (as long as you understand Blueprint Visual Scripting!)

Good luck! :D

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answered Sep 03 '14 at 07:16 PM

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