Hi everyone,
In my game, each unit has a WidgetComponent
displaying its name above its head, a pretty standard setup. When zoomed out, the text is quite small. At native resolution, the text looks crisp and clear. However, when running the game at a lower resolution or using a reduced render scale, the text quickly becomes blurry and soon impossible to read.
I know that in VR, you can use Stereo Layers to render specific widgets at full resolution while keeping the rest of the scene at a lower resolution. Unfortunately, Stereo Layers appear to be limited to HMDs, so that solution doesn’t seem to apply in a non-VR context.
An important requirement is that the text remains positioned above the unit and scales down as the unit moves farther from the camera. I realize one possible workaround could be using a 2D screen space widget and manually calculating distance-based scaling, but that would be a last resort. This approach introduces several unwanted side effects, especially in terms of visual style and consistency.
Are there any techniques or workarounds available to render a WidgetComponent
(or at least some form of text) at a higher resolution in a non-VR game?
Thanks in advance for any insights!