Hi
I’m wondering if there is any possibility to get the BackgroundBlur working on mobile devices or are there working alternatives?
The widget itselfs uses the FSlateDrawElement::MakePostProcessPass() function but that results always as black on mobile devices…
My current “solution” imitates the blur by having an UI Domain Material (which blurs the input texture with a kawase blur or spiral blur on high end devies) which is a render scene capture 2d. But obviously the whole UI is not going to be captured (any solution to this? any hidden c++ function to capture the whole viewportclient/renderer what so ever to get all visible pixels 3d and UI?
It captues the game viewport downscales it by 4 creates an UTexture2D and displays it in an SImage, works currently fine in the Editor, but results in an crash on actual mobile devices.
Still trying though.
// Edit:
The crash must relate to the resizing or creating a dynamic image brush.
But nevermind, FSlateApplication::Get().TakeScreenshot function is too costly for mobile (takes a whole sec on low end devices).
For low-spec machines where the blur effect is too computationally expensive,
a user-specified fallback image is used instead (effectively turning this into a Border)