I’m hoping to make a game with an interactable 3D foreground object with a regularly rendered background and I’m not sure how to achieve this in UE4.
Here is an example of a game created in unity that has dicerolls (which are 3D, have their own lighting, and cast shadows with their personal lightsource) that is essentially what I’m talking about:
A couple more mainstream examples:
Fallout’s lockpicking

Guitar Heroes’ guitar fret in front of the fully 3D background:
Could someone point me in the right direction on how to achieve this in UE4? Thank you!
How familiar are you with render targets?
the general approach:
- have a scene capture component grab what it sees and send it to a render target
- the elements to focus on can be isolated in the scene capture
- material samples that render target
- widget shows and masks the material
- widget background blur handles the background
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which are
3D, have their own lighting, and cast
shadows with their personal
lightsource
You create an actor with a hollow room and place the desired elements there; the capture component, the lights, the lock & the lockpicks, and the animated player’s hands (sic!).
This room is someplace where the player cannot reach it. Smoke and mirrors.
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Thank you! I watched a tonne of videos that showed how to achieve this. For anyone wondering:
Search for tutorials related to the Scene Capture Component 2D