Hi!
I want to make a text which will float above the actor. It must always face the player’s camera, it shouldn’t be visible through the level geometry. Also it should preferably be independent of distance (always the same size). It can be used various ways including NPC name display, damage numbers, dialog subtitle bars etc.
This blueprint does pretty much everything I need except it’s not independent of distance and also it gets affected by post processing (especially by annoying blur effect). HUD example objective text is seen through obstacles which is unacceptable.
To correct, those are not components, blueprint components are the ones that you can add in the components tab. The ones you use in the graph are generally called nodes, but these (traces) in particular are more specifically functions.
Were you ever able to figure this out? How can the material control the scale?
My desire is to have a min and max scale by distance on the text, where the closer you are the text stops scaling up and locks to a fixed max size, and when you are further away the text stops scaling down and locks to a fixed min size.
Can’t find any examples using this node. Seems promising though.
Hi, sorry for late reply. this trick works for planes, that aligned to camera. it’s good for text. but doesn’t work for complex meshes. the idea beside is to offset each vertex in vertex pass towards a camera to make it be always on same distance to screen
Hi there
Sorry for not being able to answer for so long, havent log in for awhile
First, I now use the ‘3d widget’ with text inside to display NPC names because it does not get affected by post processing, lighting etc.
Next, on actor’s tick I set widget’s world rotation to camera’s world rotation and then I add local z-180 degrees.
I did this that gave good result.
You have to refresh it so it can follow your movement, you can either do a “Tick” or as I did, a “Timeline” so I can make it moves upward progressively as well.