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    I need help creating a custom widget

    Hey guys,

    I want to recreate the minimap from The Division 2:
    Click image for larger version

Name:	HUD_Minimap_Combat02.PNG
Views:	1
Size:	114.0 KB
ID:	1582687

    For this I have to make a custom version of the BackgroundBlur widget, because this widget can only represent a rectangle.
    I did some digging in the source code and looked at how the Background Blur widget was done, but I don't really get all the logic behind it.
    Do you know if it is even possible to adjust this widget, so it can represent a circle? I tried using the Retainer Box with a mask, but then the Post Processing for the blur didn't work anymore.
    And if its possible, can I get some help on this?

    Thanks!

    #2
    I'm looking for an answer to this as well.
    MY ARTSTATION!

    Comment


      #3
      All elements are in a square, but you mask with a circle and outside the circle gives 0 to opacity, so it will show the background!
      Nilson Lima
      Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
      Join us at Discord: https://discord.gg/uFFSEXY

      UE4 Marketplace: Cloudscape Seasons
      supporting: Community FREE Ocean plugin

      Comment


        #4
        Originally posted by NilsonLima View Post
        All elements are in a square, but you mask with a circle and outside the circle gives 0 to opacity, so it will show the background!
        Sure, but how am I gonna do this?

        Comment


          #5
          I will create a small project and link here for you tomorrow.
          Nilson Lima
          Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
          Join us at Discord: https://discord.gg/uFFSEXY

          UE4 Marketplace: Cloudscape Seasons
          supporting: Community FREE Ocean plugin

          Comment


            #6
            Originally posted by NilsonLima View Post
            I will create a small project and link here for you tomorrow.
            Awesome thanks!!

            Comment


              #7
              Hmm now I saw what you meant... I think there is a way to not use the background blur widget and instead use two layers: one to blur the background and another to put the compass on top (so not blurred). Let me see if I get this to work, otherwise I will check the code for the widget and see if we can create another one but for a circular shape instead of square.
              Nilson Lima
              Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
              Join us at Discord: https://discord.gg/uFFSEXY

              UE4 Marketplace: Cloudscape Seasons
              supporting: Community FREE Ocean plugin

              Comment


                #8
                There is no way of masking the Background Blur widget. One of the issues on even trying to make something to substitute it is that the material domain UI does not allow you to access the screen info (pixels data) since the renderer is already done at that step and it only needs to add the slate on top of the frame.

                Which are the possibilities from here?

                1) dig into the engine source and create a version of the widget that accepts a mask like a sphere to cut the shape you want with a certain radius
                2) create a post process material with gaussian blur node (custom node with HLSL) and apply the blur at the screen coordinates occupied by your widget. The position must be taken from the widget info.

                Besides those 2 above I can't think of anything else, since all attempts failed.

                Nilson Lima
                Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
                Join us at Discord: https://discord.gg/uFFSEXY

                UE4 Marketplace: Cloudscape Seasons
                supporting: Community FREE Ocean plugin

                Comment


                  #9
                  Originally posted by NilsonLima View Post
                  There is no way of masking the Background Blur widget. One of the issues on even trying to make something to substitute it is that the material domain UI does not allow you to access the screen info (pixels data) since the renderer is already done at that step and it only needs to add the slate on top of the frame.

                  Which are the possibilities from here?

                  1) dig into the engine source and create a version of the widget that accepts a mask like a sphere to cut the shape you want with a certain radius
                  2) create a post process material with gaussian blur node (custom node with HLSL) and apply the blur at the screen coordinates occupied by your widget. The position must be taken from the widget info.

                  Besides those 2 above I can't think of anything else, since all attempts failed.
                  Thank you so much for your effort! I will try out these things and let you all know what the results are

                  Comment


                    #10
                    By the way I have just found this video from Epic which was from the time the feature was release and I have pinned the exactly time someone just asked what you want (notice its been like 2 years now). The Epic's staff mention on the desire to add it, but I can't see how that goes up to now: https://youtu.be/gyqi-Yd3iuI?t=2737

                    Let us know how did it ended up!
                    Last edited by NilsonLima; 02-12-2019, 02:15 PM.
                    Nilson Lima
                    Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
                    Join us at Discord: https://discord.gg/uFFSEXY

                    UE4 Marketplace: Cloudscape Seasons
                    supporting: Community FREE Ocean plugin

                    Comment

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