UMG Widget Component on Mesh

Hello!

I am attempting to use a UMG Widget Component to Render a Widget onto the surface of a plane to simulate a Computer Monitor.

Basically I setup a Dynamic Material that set the texture parameter of a custom made PBR material. The texture parameter is plugged into the Emissive channel of the material.

I set the Widget Class on the Widget Component to be the one that I need for the monitor.

Then I add a delay to the Event Begin Play node before Setting my Dynamic material for my mesh and the setting the texture parameter for my render target. However, the default Texture Parameter texture is all that gets displayed. So I ran a quick debug and checked, my render target isn’t returning a display name which tells me the render target is null. However, If i run the debug in the construction script, the render target returns a display name but only for the frame of the construction script. Any ideas?

Well after a lot of tinkering around, I found a solution. So I followed a tutorial on how to use Widget Components on actors to simulate a “Computer Terminal” and they said to set the Widget scale to 0,0,0 and then use the render target to create a material of the UMG defined by the Widget Component. No matter what I did I could not get it to work the way I wanted. So I stripped back everything and just manually scaled the Widget Component to be the same size as the “Computer Screen” and it works as expected. I suggest just doing it that way, you can manually set the orientation of the Widget component as well so you dont have to worry about slanted / angled surfaces.

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