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.
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
answered Sep 03 '14 at 07:16 PM
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