You could try rendering to texture, and then compositing that texture on top of the main screen in a post processor. You would have to clone the camera settings of the main renderer to make sure it matches up.
Regarding clicking, you’d have to set up the hit/trace channels to ignore objects that shouldn’t be clicked, or you have to implement your click handler such that it knows to treat these objects as special.
Okay, so for the rendering part for visual i can do and know how to, but what you are saying for the click part is that i have to raytrace it? isn’t there any other way to without having to raytrace it?`
How would i only be able to detect my gizmo? is there way to target only gizmo on the cursor raycast?
I apologize for all these questions, i am used to code, not visual scripting and with unreal there are some few specific things one has to follow, like getting the player controller and etc for thing s:smiley:
Just one last thing, i am not a fan of having to specify collision within the engine itself, instead of making it with blueprint. I might be wrong here but is that the only way?`
I had some custom solutions with a form of my own raycast system, but it was a workaround and would mutch rather have inbuild system from blueprint to work with, duo to the performance cost overtime can be alot with custom solutions
Trace Complex traces against mesh polygons (or triangles). Disabling it would trace against the simplified collision. There is no ‘radius’ here unless we’re talking about sphere traces.
I guess at huge distances you may need to deal with float precision.