Can I Draw a Circle?

I’ve seen a bunch of questions about fancy circles. I don’t care about that.

Is there a way to–in a widget-- just draw a circle, maybe with a color and a width? I know that in C++, there’s a DrawCirc command, but is there any way to do this in Blueprints/UMG?

(If the answer is just the “Debug Circle” node, will that show up in a packaged game? I want is to be a little circle that shows up around an RTS unit when the unit is selected.)

Yes, two ways;

  1. you can always just use an image of a circle and use a widget to display the image with alpha.

  2. you need to override onPaint in the widget blueprints, and basically ‘draw’ the circle manually. Heres a link to a tutorial I made about the basics of overriding onPaint should you be interested:

part 1: https://youtu.be/mzeHCwNLwAE

part 2: https://youtu.be/QUzKi9OlyXI

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to expand upon option one, what I mean is have a widget component on each unit, and just flip it visible or not when you want the circle selector to be visible.

Thanks @Okarii!

Np, let me know if you need more explanation of that option 1. Its probably the easier and more straightforward solution to what your wanting to do.

actually, option 1 seems much simpler to me, and for option 2 (i haven’t looked at the tutorials, which almost certainly answer this question), I can’t find an onPaint node/event.

the solution i came up with before was much more CPU-intensive, but looked cooler (I used like 16 circular throbbers aligned just right, which was still significantly better than my first approach: making a grid of 625 size boxes and coloring in some of them with borders. :-))

yeah the widget component is much more straight forward, and you can still use a throbber if you want. Heres a quick visual example of 4 cubey BP’s with a widget component attached to a toggle timer. I used a centered text ‘O’ for the circle like thing here.

311454-widget-indicator.gif

Biggest thing is to make sure your widget component is in screen space:

Thanks again!