#Draw Material Rotated
Dear Pots3,
You should leverage the awesome UE4 material editor and draw materials instead!
Then you have whole worlds of potential opened to you for what you can do with UI.
To rotate a material, use the rotator node and input a number for time until you get the angle you want.
You could also rotate the tile/image continuously!
You can also make Material Instances (Dynamic) and rotate the tile at specific times of your choosing via C++
#Hud.h Draw Material
/**
* 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);
#Draw Material Simple
/**
* 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);
Rama