To fill the area between two lines in Unreal Engine with Unreal Motion Graphics (UMG), you typically need to create a custom shader for that. You can’t directly fill an area between two lines using DrawLines method, because it’s used to draw lines only, not for filling areas.
However, you can use DrawLines to create the border of your desired area, and then use a custom shader to fill that area.
Here’s a basic idea how you can create a custom shader:
1.In Unreal Engine, navigate to the Content Browser.
2.Right-click and select Create Basic Asset > Material.
3.Name your new material (e.g., “LineFillMaterial”).
4.Double-click the new material to open the Material Editor.
5.In the Material Editor, you will create the nodes and connections that define the behavior of your shader.
Unfortunately, creating a custom shader that fills an area between two arbitrary lines is quite complex and out of the scope of this response. The exact process will depend on the specifics of your lines and the effect you want to achieve. You’ll need to have a good understanding of how materials and shaders work in Unreal Engine.
If you’re just trying to create a simple filled area (like a rectangle or triangle), you could consider using DrawBox or DrawTriangle methods instead, as these allow you to fill an area with a color. These methods would be simpler to use if they fit your needs.
Remember to apply your material to the Canvas Panel where you are drawing the lines to see your changes.
This is a simplified explanation and actual implementation might need a more complex approach. If you’re new to shaders in Unreal Engine, I recommend starting with Unreal Engine’s own documentation and tutorials to get a better understanding of how they work.
which idicates that I have to program some shader code to do so. Was she right?