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?
Appreciate every input!
[RIGHT]sidenote: Also having that question on answerhub [How to take Screenshot of viewport or get pixels to imitate BackgroundBlur Widget - UE4 AnswerHub][/RIGHT]