I’m trying to create some particle effects over UMG, like when u earn points there’s sparkles and other shiny things going on over point value.
So my idea is to create room (like blue/green box, except that black background give best results so far) with capture 2d and particle emitter. Then attach material created from render target to image in widget.
So far I set material to Masked and shading model to Unlit, and here starts problem when I pick one of channels to create mask. I got nice opacity mask but I lose some of color information.
Is there possibility to create mask without losing any color? Or just walk it around avoiding colors associated with mask?
Thanks for help. Nice video, but u need to fix dual audio.
Not exactly what I’m asking, but give me some idea. Maybe I did’n expressed clearly ( my eng. sucks ).