The widget is looking at something at runtime but I’m not sure what - I rotated the widget to lie on the ground to show that it does seem to be looking at something.
So the camera is exported using the Unreal Datasmith plugin - this is also what I used years ago but now doesn’t seem to be working.
In UE5 you’ll see Camera_004 in the outliner - this is my rig in 3DS Max and it’s come in fine and the motion exports - I just can’t get the widget to always face the camera
(named: Object_Camera_Aber_Cycle_Route_2)
Here’s another video - setting the interp to 5 (missed that I did this in UE4) did something… but still not following the camera… but it’s looking at something.
Here’s a new video - which also shows the level blueprint but I think that was for using the Matinee in UE4.
But now I’m back to the other issue of the 3D widget shows as black in lit mode.
If you look closely you can see the logo is there.
I’ve replicated what I did in UE4 but that isn’t working.
I’ve tried using a normal material instead of the Widget3DPassThrough_Translucent one and that works but casts shadows, which pop in when the camera gets close