I’m creating a co-operative VR experience, with one player in VR and the other sitting at the computer. I need the desktop display to have a different camera view, with interactive / clickable UMG elements in it.
I have set up the camera - a Scene Capture 2D in the scene, linked to a Render Target which is then fed into the Spectator Screen Texture with Spectator Screen Mode set to ‘Texture’. That all works.
I have also enabled the mouse by setting ‘Enable Click Events’, ‘Enable Mouse Over Events’, and ‘Show Mouse Cursor’ to true.
So when I run the game in VR, I have the normal view in the HMD, and my custom camera view showing on the computer monitor, with the mouse cursor showing. Perfect.
However, I cannot figure out how to add UMG widgets to the spectator view. If I ‘Create Widget’ and ‘Add to Viewport’, it does not appear.
Anyone know how to make this work?
There is a line on this page which says: “the Texture can serve as a render target (which you can write to from a SceneCaptureComponent2D), or a container for User Interface elements…”
So it sounds like it’s theoretically possible to put UMG widgets in a texture and project it here, but does that mean that the UMG elements wouldn’t be interactive, ie. respond to mouse-over events and clicks?