Hi Everyone,
I have a simple question.
How can I keep my same HUD ( thats work perfectly on my player character )
when I possess a pawn ?
My entire HUD disappear untill I repossess my main character.
The Pawn it’s a simple camera with a spring arm rotating around a mesh.
My game is simple FP graphic adventure, so my HUD it’s only a dot at the center of the screen which is fixed when you walk and it moves ( using the mouse position ) when you grab an object and put it on front at the camera so you can examine it.
how are you creating the hud now? are you using the hud class? where are you creating the widget? how are things implemented?
the simplest answer i can think of would be to create the widget in a location not dependent on the class your possessing or use the hud class. either could work but without the details of what your doing its hard to actually answer you properly.
When I grab an object to examine it, the hud position is controlled by mouse position.
I don’t possess the object I only enable input to rotate it and interact with it.
I would just create the HUD in the player controller (assuming you use the same controller for both main character and pawn) then it should stay in the viewport. You probably are creating the HUD in the main character and when you are no loner possessing that character the HUD is removed/not visible.
Thank you Nebula,
May I ask you how to do this?
Or can you link any page where this is explained?
I looked around for a bit with no resoult.
Thank you very much
So, I just assumed by HUD you meant a “UMG” widget. You can only use “Event Receive Draw HUD” in an actual HUD class. So my suggestion to you is, create your “dot/crosshair” as a UMG widget and things will be much simpler.