How to make a dynamic ToolTip that will be mapped to a 3D object?
To the floor.

Have a look at the “Content Examples”. Specifically the HUD Example.
They have a example there where an object (a health pickup in this case) has a marker which displays the distance and the position in the viewport via the HUD.
You can download the project itself via the launcher by going to the tab “Learn” and scrolling down a bit. There are all kinds of great examples but the content examples specifically display a lot of really great stuff!
Cheers.
Thank you.
Tell me, please, how to make a 2D tip to tail with dynamic 3D objects?
Like here: http://www.youtube.com/watch?v=9xPkzqUy8kw&t=32
In particular I wanted to learn how to make dynamic tail attached to a 3D object in the beginning of tail and attached to Tooltip in the end of tail?
Thanks
Well you should have the location of the object and the size. You can draw (not in UMG) a line to the object and make a circle around it like in the video. Though that’s quite a bit more complex. There is no finished solution.
If you just want a line well… just draw the name like in the content examples and draw a line from right below to the location of the object. More will require quite a bit of vector magic.
Thank you.
Well, it is a pity that there is no simple solution, like in Unity3d.
What simple solution is there in unity? O.o
For a dynamic tail like that you have to calculate the location and then draw the line with that break in the way you want. It certainly is possible but it requires quite a bit of work. You can project stuff from 3D in your 2D hud but stuff like that just needs a bit of work and vector math.
However I might’ve misunderstood you so if you can link me to the unity function I might be able to give you an easier solution if there is one (and I know it).
Is this what you want?
@Erasio
The first way is to use the LineRender component (3D):
Two scripts attached “Line” and “Panel” to the desired points. Point_Begin and Point_End.
The second way (Full 2D) is to use a sprite like “Panel” instead of the component LineRender. Rotate and stretch the sprite from point Point_Begin to point Point_End.
@Syntaks
I use this to attach the UMG (Floor) to a 3D point. But what to do with the tail of Tooltip?
For 2D space well you can get the location on your 2D viewport which relates to a 3D position in the level. But to get it to move and behave like in the example you showed that’s quite a bit of work. Especially the tailing. You can fairly easy get all locations you need. Spawning in a line (like the line render component) is pretty straight forward as well (though not supported in UMG yet). You just need to get all the locations you need / want and in the example you showed it certainly didn’t use static points. If you have those hey. Easy. Get the extends of the text render, place it to the according location from your 3D level which you specify somewhere else, get it’s location on your 2D viewport and draw a line to the object itself.
That still is quite a bit of vector math and stuff to do yes. But then again this is nothing a lot of people would use so a default function is not really what is needed.
In General, I realized. I had planned.
Please clarify the details. How exactly to draw the line? If you do not mind.
Using som text render?
Forgive me for my overbearing.
Yes but I create not gaming 3D applications.
Well you simply call the function “Draw Line” inside of your HUD blueprint.
&stc=1
And for the text. Well you have to draw that as well in a similar way and then get the size to have your lines at the end of it.
You can draw and get the size with those two nodes:
&stc=1Ooo!! I got it!
Thank you, Erasio!
Perhaps when more detailed study, I will understand that I can use UE4 in my projects.
Just answer, my question was not on the surface.