How to make advanced thumbnail for inventory managment

Hello all,

I am currently working on an inventory widget for my game. The part that I am working on is the thumbnail. In short, what I am looking to make is something similar to the gif posted here where the thumbnail is the model and the camera (or the the static mesh) is rotating
inventory

Now I have it somewhat working. I am currently using a render target and a scene capture 2D component and verified that my thumbnail displays the model.

I also created some blueprint code that will rotate the camera and verified this working. However, there are 2 issues that I am running into preventing me from completing this:

  1. When I pick up the item, I actually destroy the instance of the actor and pull a data structure containing specific info for the inventory. When this happens, the camera stops rotating. I know why this is happening because there is no reference to the camera when the actor is destroyed. I believe that I need to rethink my approach on using the scene capture. But I am not sure of alternative approaches. One thing that I can do is to place all of the items in a space outside of the main level and keep a reference to this item. But I feel this is cumbersome and there has to be a better way

  2. The background of the image is the scene and it needs to be either a flat color or transparent (preferred transparent)

Any help or direction on this would be much appreciated. I have attached a few more pictures for reference on my setup. (will post later due to file limitation)

Hello all,

After further discussion, it appears that scene capture 2D with render targets is not a good idea for inventory system because of the high performance cost.

Is there any other way for me to display a 3D mesh in a widget? Ultimately, that is what I am looking for.

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