I’m trying to make a wrist mounted computer device kind of like the omni tool in Mass Effect or PipBoy from Fallout, this will be used for any player related menus like saving/loading/game options/etc. I want the screen to wrap around the device in a convex shape so it looks like a holographic display being projected by the device
Using the Widget Component in Cylinder geometry mode is the exact effect I need but the Arc Angle is clamped from 1 to 180, I tried changing this to allow negative values in my Engine Source build and it works until -15 then the widget disappears after that. I believe this is related to the FDynamicMeshBuilder function in WidgetComponent.cpp but theres so little documentation on this that I cant figure out how to modify it to suit my needs.
I’m guessing there has to be a reason why Epic doesn’t allow this functionality out of the box, I was wondering if anyone at Epic or someone who has worked with FDynamicMeshBuilder before can shed some light on this? Is there a math reason why it cant be negative or is it just a use case that was never considered?
My only other thought was to add the screen how I want with a negative scale (This allows the widget to display convex and makes the text appear correctly but the Dynamic Mesh the widget sits on only has collision on one side) and then add a bunch of smaller Master widget components over each button and using interfaces to interact with the Slave widget, but I cant figure out how to make this work with dropdown menus.
If anyone has encountered this before I would greatly appreciate your experience, I’ve been stumped on this for days.