Hello!
I am seeking strategies for making parts of one actor select other actors in the scene when clicked on in the editor. I am making a batched sprite renderer [1] that works by having a centralised SpriteRendererActor that accepts “draw calls” from other actors in the scene. It is the SpriteRendererActor that does all the actual rendering. Because of this when you click on any geometry rendered in the editor it will select the SpriteRendererActor, rather than the SpriteActor that represents the geometry.
[SpriteActor] → (draw this sprite) → [SpriteRendererActor] → (batched geometry) → [RenderProxy]
[SpriteActor]
[SpriteActor]
Ideally I would like to find a way to make the SpriteActors selectable as if they were individual draw calls, but still render through the SpriteRendererActor. I have explored a few sptategies as explained here [2], but these all hit the issue where I need to render a selection area that has no actual geometry renderer into the scene. Is it possible to render a selectable area only into the editor hitmap and have nothing actually rendered in the viewport?
If anyone with better knowledge of how the Hitproxy systems all work could help me out that would be grand!
Thanks,
.
[1] Scissor2D - A new 2D toolkit plugin - Game Development - Epic Developer Community Forums
[2] Making a Batched Sprite Renderer - Selection Issues - C++ - Epic Developer Community Forums