How to frame a camera in only a corner of the canvas panal.

Hey there,

I’m having another weird brain day.

This is what I’m after. I have my 3d character rigged with lighting etc. with a spring arm and a camera, It’s ready to go.

I just need to frame it in the corner of the screen so that the widget can take up the rest of the space.

I just can’t think what to google to achieve this. I have 2 current thoughts.

  1. is I need to frame the camera in the corner, and then widget around it.

or

  1. I need to attach the camera into the widget. So for example some kind of palette option like using a grid, then attach the camera to the section of grid.

If anyone has any info on how to unstick me, Itd be much appreciated.

Thank yeee

You’re looking for Scene Capture Component 2d:

https://www.youtube.com/results?search_query=ue4+scene+capture+2d

We want this, right?


In short:

  • the component captures to Render Target:

  • the user interface domain material pulls it from the render target

  • the widget shows the material:

1 Like

Wow I think this is exactly it!

Im curious about a few parts.

It looks like this is showing an image of the 3D character, rather than the actual 3d character. (Tbh Im not sure there’s a difference)

The 3D character is essentially like a damage model, I want to be able to spin and rotate the camera around a static 3D character in the corner of the screen.

I struggle to explain it but Essentially, what I’m after is

Imagine a bit like the doom guy face in the original doom games, except you would be able to hover over the face and click to rotate the face around.

So what I’m aiming for
Is being able to hover over the 3D character box and click to rotate the camera or rotate the character around to look at the damage.

And then have a button that returns the character or camera to the original position if wanted.

Hopefully all this made sense.

Yup. This is a good technique for this. The camera that captures this can be rotated - use the widget to manipulate it. Here is a quick & dirty example:

  • the capture component is attached to a springarm which we rotate using a widget slider (you can do it with onMouseMove over widget coords - needs math I don’t do on Friday afternoon :wink: )

Perfect, that’s sick, thank you.

So after messing around with it for a bit.

The scenecompnant2D is quite quirky, I can’t seem to find the preview camera option to visually play with the settings without just on and off testing to see the difference.

I also seem to be getting a default mesh ball appear at the feet of my character, which is bizarre. But This entire system does seem to be exactly what I’m after.

Curiously, Itd be interested how something like Mario Kart would be made.

If you’re playing with 4 players, Would you use 4 of these and position them in each corner?

Thanks for helping, It’s an interesting topic and I’ll be researching quite a bit into it!