I need some general advice on how to construct a flight-sim type cockpit, especially regarding the labels above and below switches, and ON light-up buttons.
I have modeled some switches and buttons in Blender and imported them into UE4, along with a large, empty panel mesh for the actual cockpit background. I’ve created a switch blueprint which contains a switch mesh, and I’m dragging that onto the panel mesh in the editor. My plan is to use each switch blueprint to trigger events and change variables in the vehicle, like turning on the no-smoking light. I could model it all in Blender, but since my panel design isn’t set this way allows me to easily move and test the position and functioning of switches really easily directly in UE4. I’m running into a few issues with this approach, though…
How should I handle the placement of a text label above/below each switch? In my switch blueprint viewport I can create a TextRender and position it over the switch mesh, but how can I get this to line up exactly on the panel mesh? Should I just leave it positioned a tiny bit above the panel? Can I use an emissive material for the text (like a backlight in a keyboard)?
Am I on the right track with one actor+blueprint per switch/control function… and the same for feedback things like lights, lamps and gauges? These too need labels. Suggestions on how to do the labels would be great, and if there’s a better way to go about any of this then please let me know!