Hello,and sorry if my lack of knowledge led me here for an answer.
I am having a static mesh plane with circle texture to follow my mouse.Mouse position in world calculated by intersection of line ( from convert mouse to world BP function) and some plane origin with z normal i am setting on some other events. Here this function ( in case its needed)
I wanted to simulate this in UMG,using image position and shear/scaling settings during runtime.
By getting angle between vectors: Camera(world) to mouse(world) and Camera(world projected plane) to mouse(world) and taking its sinus, i am managed to calculate cursor image Y scale.
But i am stuck at the point where perspective changing the mesh shape,and willing to simulate same effect for the UMG image.Here whats troubles me,when static mesh starting to “shear” due to perspective(Green), widget image(Yellow) stays same.
Currently i am thinking thats there must be away to calculate Image X shear, or calcualte transform angle to helm me achieve desired effect.
I tried to plug (Side Angle from blueprint ,not trying to calculate negative angle and some scenarios where camera facing plane with 90 degrees yet) to them (both,and one at a time) and it seems like right direction,but still not enought ,because its not looking exactly as static mesh.(Right pluged shearX,left - pluged transform angle)
Could someone ,please, give me a hand,or point me to right direction.Sticking with static mesh cursor and leave all calculation to render also and option if not simple solution is present. As well as any other solution where i can draw images in world taking perspective in to accaunt.