How to use Widget Blueprint as Texture : Unreal Engine Tutorial : Part 1

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  • Опубликовано: 6 фев 2025
  • FREE DOWNLOAD (FBX file): rendersraj.gum...
    In this tutorial I will show you how to use a widget blueprint as a texture on a static mesh.

Комментарии • 32

  • @wassimtarmoul445
    @wassimtarmoul445 7 месяцев назад

    Man, you can't imagine for how long I've been looking for a method to do this, I'm so grateful you made this tutorial, thanks

    • @renderraj
      @renderraj  7 месяцев назад

      You are welcome !! Please do subscribe ☺️

  • @Justin_Allen
    @Justin_Allen 8 месяцев назад

    Great tutorial. Glad you're posting again. I am just trying to learn Zero Density and your previous tutorials are invaluable.

    • @renderraj
      @renderraj  8 месяцев назад +1

      Thank you, I will try to be more consistent now. Once Zero Density releases the community version for Reality 5 then I will update all the previous ZD tutorials

    • @Justin_Allen
      @Justin_Allen 8 месяцев назад

      @@renderraj Thank you. It making a difference for me.

  • @ClebinhoFeijoada
    @ClebinhoFeijoada Месяц назад +2

    Fassinating how your tutorial series seams to be the only source for this type of widget on texture on the internet haha! Thank you very much for doing so. I also have a question, on my widget i have a button, but when i implement the widget on my texture, the mouse hit events seams to not work any more. Have you tried this type of interaction? Since i can't find nothing about it on the internet in genral i quite lost on how to make it work.

    • @renderraj
      @renderraj  Месяц назад

      Hi, I have not tried to make the widget interactive. I am not sure how to go about it but I am sure there is a way for that to work.

  • @ReneRoguez
    @ReneRoguez 8 месяцев назад +1

    Thanks for this tutorial, I'm very curious as to how you are playing the animations as well.

    • @renderraj
      @renderraj  8 месяцев назад +1

      I will try to make that tutorial soon 🤗

  • @x837cue
    @x837cue 2 месяца назад

    This is great but I ran into problem. If I want to interact with the widget's elements, i.e. buttons, it won't work. It only receives the input to the big widget showing in the blueprint viewport that you hide below. The widget on the mesh won't react with the widget interactive component. Any suggestion?

    • @renderraj
      @renderraj  2 месяца назад +1

      Hi, since this is not made for interactive projects so I am not very sure how to get that going. In this we are just applying the widget as a texture onto the static mesh. Maybe you can use some sort of collision which triggers the widget elements. This is just a suggestion, I am not completely sure.

  • @AndréMorine
    @AndréMorine 8 месяцев назад

    Congratulations Raj, you clarified some doubts, thank you!

    • @renderraj
      @renderraj  8 месяцев назад

      You are welcome 🤗

  • @SequentialSnep
    @SequentialSnep 2 месяца назад

    Quick and to the point, thank you so much!

  • @BreadMan017
    @BreadMan017 5 месяцев назад +1

    Why do you assign the material on Tick instead of in the construction script? Won't assigning it every tick mean it's constantly updating and hurting performance?
    I would like to see part 2!

    • @renderraj
      @renderraj  5 месяцев назад +2

      The data on the widget will keep changing in real time hence the Event Tick. Instead of the Event Tick we could add a Custom Event and call it when ever the data in the widget needs to be updated.

  • @katmoviehd244
    @katmoviehd244 8 месяцев назад +1

    Thanks Raj. looking forward for the animation also.

    • @renderraj
      @renderraj  8 месяцев назад +1

      Very soon !!

  • @King-mj2bn
    @King-mj2bn 2 месяца назад

    These text components are driving me crazy. Using this for letters/journal pages, so positioning is critical, but the text wont align correctly no matter how I anchor them. It always gets clipped off even though the underlying UVs are perfect. It's as if they're being offset for absolutely no reason. EDIT: Nevermind I figured out the problem. My *'Widget component > User Interface > Draw Size'* was set to the size of my UV shell, rather than the size of my canvas.

    • @renderraj
      @renderraj  2 месяца назад

      In my next tutorial I will be explaining the scale box and size box which can be used to align text correctly within bounds. So keep an eye out for that.

  • @tryphonmanu
    @tryphonmanu 2 месяца назад

    Nice.

  • @jdvroum
    @jdvroum 8 месяцев назад

    Perfect tutorial but why do you use a square uv ?

    • @renderraj
      @renderraj  8 месяцев назад

      You can have the UV in any shape, if you make the UV in the size similar to the screen then u get more area to work with. I just made it square for this tutorial.

  • @HuseenMurad
    @HuseenMurad 5 месяцев назад

    Excellent, thanks for the lesson.

    • @renderraj
      @renderraj  5 месяцев назад

      Glad you liked it!

  • @JDARRASVP
    @JDARRASVP 4 месяца назад

    when I place an image in my hud, it is totally overexposed. How can fix this issue ?

    • @renderraj
      @renderraj  4 месяца назад

      Thats because its Unlit...if you add lights to your scene it should solve the problem.

    • @JDARRASVP
      @JDARRASVP 4 месяца назад

      @@renderraj I figure out what is the problem. I was using retainer box and it's the material of this retainer who over expose the hud in the scène.

  • @xyzmotion
    @xyzmotion 8 месяцев назад

    Thanks Raj Bai