3D Widget that follows camera

Hi all.

7 Years ago (when I last used Unreal) I worked on a job where 3D widgets followed my camera that was exported from 3DS Max.

I’m trying to do this again in UE5 but it isn’t working & I can’t figure it out.

Exporting the camera sequence is working fine but can’t get the widget to follow the camera.

The widget also doesn’t show in lit mode but does in unlit

I’ve tried to replicate things from my old UE4 project but no luck.

I’m adding a few screenshot. Hoping someone can tell me what’s wrong.

Thanks

Do not remember how it was done in unreal 4.
Just some questions (before i give wrong answer), because i never used sequences like that:

  • you are using sequence to make animation
  • and you animating just camera in it

if you could animate pawn instead of just camera, then solution would be simple:

  • add 3d widget component inside that pawn, make sure it faces samera.

Hi, thanks for the reply.

I’ve recorded a quick video that shows UE4 & UE5.

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)

lol :smiley:

I did not do sequencer in ages, since 4.12 or so. :smiley:

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.

The component has relative rotation:

Could this be it? It should be 0, 0, 0 since you’re rotating the entire actor and the component is merely attached to it.


Alternatively, set the widget’s rotation to World and rotate just the component.

Hi all,

I finally got it to work.

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