Hi, I currently have a map that is shown when the player pushes Tab. But i have realized that i don’t want the map to move when the player moves. How would resolve this?
I was thinking maybe a Camera instead of a Minimap Render Target or make it a static material. But i still want it to show all the level in real time.
As shown below:
To take this question further if I did switch to a camera, would I then be able to allow the player to switch to 3 individual cameras to allow the player to see only 1 platform per camera?
To take this question further if I did
switch to a camera, would I then be
able to allow the player to switch to
3 individual cameras to allow the
player to see only 1 platform per
camera?
Unreal is not really the engine you want if you need multiple cameras doing their thing at the same time That’s why Render Targets exist.
i don’t want the map to move when the
player moves.
Two easy options:
don’t make the capture component a part of the player, so it does not move with them
To take this question further if I did
switch to a camera, would I then be
able to allow the player to switch to
3 individual cameras to allow the
player to see only 1 platform per
camera?
You could move the component to a new location. This way you do not need to script it many times. I home I’m getting this one right. Is this like CCTV kind of thing?
If in doubt, do tell how the end results is supposed to work. I’m not 100% sure if I follow and I’d rather not suggest something that makes little sense.
For example, I still don’t know how many camera feeds via render targets the player can see at one time. 1 or 3 like in your original image?
In the Original Image 1 render target. But for the end result I wanted to lets say in the world there are 3 platforms like shown in the image above. But i’d want to have 2 buttons either side of the render target on that widget. when pressed the left button it would display the left platform (as shown above in the render target) but on a different render capture. So have 3 Render captures in the world above each platform.
Hi again. So I’ve tried to implement this into my project. I’ve added all the widget U.I stuff to my original widget. BUT… the bit I’m confused with is I’ve already got this blueprint to show the widget on the screen.
Drag a wire from that reference and Assign the Dispatcher. That’s providing you’ve created the dispatcher, that is! It’s in the example, accepting the index the buttons cycle.
It’d be very similar to what you do below with the dynamic button creation - also a dispatcher but this one is built-in into the native button widget.