Seems to work fine in 4.11 preview. (One bug in the example room, the sound example emittors does not play if it’s attenuation has a falloff of 0, but that’s a bug of the engine. Easy temp fix of changing its falloff angle to anything but 0)
This is still not the promised new UI I wanted to include.
Long story short. I wanted to do too much, and a combination of unreal crashes, weird solutions in order to get around blueprint only restriction, and other projects, it was put on the backburner hard.
I wanted to get back and release the big update, but instead it ended up delaying a much needed patch update for 4.9 and 4.10.
So plan b now is to release small, but working updates towards a new 3D hud menu.
- Added support for 4.9 and 4.10
- Added Bloom Setting
- Added Gamma Setting
- Added Gain (Brightness) Setting
- Added GlobalPostProcess actor to control bloom/gamma/gain.
- This needs to be included in all maps (See step 3.8 in manual)
- Added V-Sync Setting
- Fixed tooltips being too small
- Fixed small font bug
- Fixed bug where a short freeze happen when applying settings first time
- Used new node to read supported screen resolutions
- Renamed default theme to HUD_UMG_Classic to prepare for future themes
- Minor blueprint changes
Main difference is the inclusion of a new global post process actor to affect brightness, gamma, and gain. Its not the best solution, since the actor has to be added manually to every map.
This is because it’s a post process that might conflict with other post processes. In most cases it should work out of the box, but the one responsible for lightning has to make adjustments in the new global post process and other post processes to get the wanted effect.
Menu does print a string warning if it is notices a missing post process on map load. Brightness, bloom and gamma can not be controlled then.