Hello! So I would like to create a minigame that when activated by the player gets overlaid over the 3D world they are playing in (think Skyrim lockpicking). I can’t do this with widgets because I need collision for my minigame. I am using Paper2D to set up the minigame, but I don’t see a way to render my tile map over the 3D world. I wonder if there’s someway I could do it with a HUD that I haven’t figured out yet? Any advice or thoughts are appreciated!
Technically it would be possible overlaid as a widgetcomponent on top of a collision box, but widgets are not really meant for this use (It’s UI, but not performance friendly for gameplay). So your idea about Paper is right. What have you tried so far? I can just add a sprite component to my character blueprint, I can also drag the tilemap into the world and position it anywhere I want. Paper is not to be used on the HUD / UMG, it’s to be used in world space.
Ah, I see. Yeah, I saw that I could add it as a component to my character, but if I want it in the center of the screen (this is a first person game), it clips through the floor, hence wanting an overlay. Is there another method besides paper or widgets?
If clipping is an issue, the problem lies with the camera. You could lock the camera transform to a spot at the lock and then spawn either a widget or paper setup.
Another option is to use a material or post process material to render out things on top of the scene.
*Post Process would render on top of everything without colliding with the scene in any way.
A normal material might also be able to do the job, if it’s depth check can be disabled in the material. That way a mesh with this material would render over everything else even if colliding. TES Oblivion did this, (you will never see a sword clip through anything in FP mode), probably same for skyrim.