Hi,
I am developing a rocket simulator, and I want it to leave a trace behind to show its trajectory. Currently, I am using a C++ version of draw debug points, which however sometimes glitches and does not rended at some angles/distances.
I was wondering if anyone knows what method Unreal uses to keep the points on screen regardless of distance, so that I could try to replicate that with a spline or spheres or something.
Cheers
I am not sure in fact, but you can try to look at Primitive Draw Interface class FPrimitiveDrawInterface | Unreal Engine Documentation… It is used in UActorComponent’s proxies, so code samples can be found there to draw points, lines, etc…
Thanks, I’ll give it a look and see if it can help!
For anyone reading this who might have a similar problem, I ended up finding a pretty good solution by using a particle emitter which leaves a particle with virtually infinite lifetime every second. To make it keep the same screen size as I zoom in and out, I modified the particle emitter material by giving it a WPO using the ConstantScalebyDistance function.