hi, i have noticed that in blueprint the “event receive draw hud” only provides coordinates to the left screen, also, drawing a material to the hud only draws on the left screen. is there a way to get access to the right screen/camera in blueprint? if not, can we get support for that?
Correct me if I’m wrong (I haven’t dabbled in HUD yet because I want the time to get into it, for reasons like this) but my understanding is, you’ll need to render it twice, at two locations.
What I Mean is. Let’s say you have a display that says “Health: 100”
In a normal game you might render at 100x1000, the location, so that it is on the bottom left of your screen. On the rift, means that will display on the bottom left of the screen - but that means you’ll onyl see it in one eye.
The solution, I think, would be to render it twice. IE at 100x1000, and at 1200x1000, or whatever the corresponding location would be.
is why VR games tend to create “physical” 3D context menus, to avoid issue, plus you get to see fancy 3D and what not
I’m not sure if there’s an easier solution or if I’m wrong about how UE4 handles this
yeah that did it, thanks! the result is not super desirable though, i am doing a radial wipe timer when you look at things to select them and it looks blurry. i think the correct solution is to spawn it in the world.
AFAIK, they are aware of this, and there should be a huge push / improvement in 4.5. As per what Pinworm suggested, physical menus at point in time are best practice. You can always create a radial wipe with a material to reproduce the intended effect. Good luck!
Hi tRex,
is a known limitation of rendering. We are working on a solution for it for a future release. It does not look as though the fix will make it in by 4.5’s scheduled release, but it should be ready shortly afterward.
I just ran into issue. Great to hear, .