I am creating an inventory system using Blueprint, and I want to show the current character inside the inventory , so player can see how the equipped armors and weapons fit the character within inventory, pretty much similar to the Dragon Age 2 inventory system , as shown below
Kindly let me know how to achieve this. Creating a level and adding the skeletal mesh component in that level , and calling the level from this level is an option , but it slows down the performance. I want to display the character within the HUD. Player will be able to rotate the character with mouse dragging 360 degrees.
first of all. It’s not directly possible to draw a mesh on the HUD.
I googled and found something. I copy the part that is important for you.
If you were in fact referring to
having your mesh drawn on the HUD
while you’re playing the game, then
this is not possible to just have your
mesh place on the HUD like this. As
only materials and textures can be
drawn on the HUD this would limit that
ability.
A workaround, one that was employeed
by Insomniac in one of their games, is
to have a sub-level with a room and
your character that is streamed into
each level. In this level would be
your character playing its idle
animation. You would then need to have
a Camera Capture 2D that would then be
able to render the idle animation onto
a texture/material (Content Examples >
Reflections Map > End of the hallway
for the example) then that material
could be drawn and shown on the HUD.
Hi , Thanks for you answer. I was trying to avoid that, as first load of another level is considerable slowing down the performance , but inventory has to load spontaneously on pressing I key
Would it be possible for you to spawn a copy of your character, and attach it to your main character so that it appears to be above or inside a UI element? This copy could then be rotated freely and have previews applied to it.
no. when inventory button is clicked , HUD covers up the behind mesh, so to keep the HUD in the background I need to create the mesh spontaneously after the inventory HUD is loaded. Not sure how to do that.
Viewport - Crazy experimental widget. Essentially spawns an entire pocket UWorld, and allows you to spawn actors in that world. The goal was to come up with a widget that would make it easy to build a character inventory screen where you see the character at the center rotating wearing all the equipment…etc. Benefit of having an entire pocket world is you could go crazy with it, you could have physics being simulated, would make for neat ways to spawn tutorials to quickly demonstrate the effect of something in a totally pocket UI world.
I hit this problem but I just used the instanced material and created a new camera facing the character and then attached a camera capture 2d to the material. Resized it on to my HUD and positioned it where i wanted it (on my hud I have an empty square where it slots in). So when you press “i” it brings up the mouse and stops your character from being moved (so it doesn’t show your guy running in your inventory) then you can press the arrow buttons to spin the camera around your character. Its good because when I change the armour it updates in realtime because it is just a camera looking at your character.