Hello! I’m fairly new to Unreal Engine and would like to recreate the following cockpit screen:
(Image is a screenshot from the TV Series “Babylon 5”)
The various elements on it are as follows:
- In the top left corner you have the current linear velocity of the ship (in m/s) on each axis - to this I would have to add the target speed as well, which would be set either manually or via the “Match Speed” flight mode
- In the top right corner you have the zoom indicator - you can zoom in or out the sensor data displayed
- In the bottom left corner you have the “Scan: Full Spectrum” text, which indicates what the sensors are scanning for
- The bottom right corner is empty, but I think it can be used to display various status icons
- The targeting reticle in the middle is completely static
- The yellowish-orange triangles are ships, which are considered hostile, and have been detected by the sensors
I would like to recreate this as a functional cockpit display, dynamically updated during gameplay. Barring how the ships are rendered, the rest is fairly simple to do in a HUD widget. Problem is, I have no idea how to have that HUD output to a material, so I can overlay this on top of the render target which is already there (and currently simply acting as a second camera).
The other thing I don’t know how to do is how to render the ships. It doesn’t have to be the exact same way as shown on the image, but the core idea is that they’re displayed as outlines. Displaying them using a wireframe material I’m assuming would just create an unnecessarily complex mess of lines, especially when one ship ends up in front of another.
To make this even more of a pain, it needs to be done fully in blueprints - if at all possible - because I don’t know how to code at all.
So, my question is, what is the best way to go about doing those things? Keep in mind that the player will have another HUD (the real one, so to speak) rendered to their view.
