Has anybody come up with a suitable method for using meshes with the user interface? I’m in the process of building what will eventually be a 3D-radar, which needs to rotate around an axis blah blah, essentially just needs to be a 3D asset.
Doesn’t seem to be any support for this in UMG at first glance, and I’ve not looked too much at slate so far, but has anybody done this another way?
I saw this project on these forums which has something similar… projecting a 3D model of the world in front of the player : June: A Science Fiction Game - Work in Progress - Unreal Engine Forums
He might be able to help?
The Farplane method from UDK does not work anymore - the scene capture component is a bit different
You can use the old green screen method though.
Either way, you need to place your mesh out in the void somewhere, possibly surrounded by a static mesh to prevent world lighting messing with it.
At least that is what we’ve resorted too until the UMG viewport widget is more functional
No worries folks, I’ll just give it some time before I implement it, I’m sure it’ll be a feature eventually! Tah for the heads up!