Preview video here: https://youtu.be/9va_bydHHr4
Discord Server here: https://discord.gg/QxSKQ5B7jN
60 Material Instances for use in your HUD designs. All Material Instances are customisable. You can customize the following:
Render 3D objects into your HUD
Render 3D models into your HUD using render target cameras without the texture / material setup. You have the ability to assign a single tag to a render camera and then reference that tag in the UMG you put the UMG_Render_Target class into which then does the render target texture and render target material creation at runtime saving having to create them manually in your content browser (see image 7).
Widgets in your environment
A blueprint actor class setup with 5 widget components allowing you to use UMG Widgets as a 3D effect in your environments with complete control. The blueprint class has been setup so you can easilly switch out your UMG Widgets in the details panel as well as setting up the distance between each widget layer to help create a projection effect. You can also control the draw size from within the details panel saving you time (see image 8).
Both of the UMG_Keypad classes have blueprint code in them which makes them work. All you need to do is when you drag on of the keypad widget classes into your UI class is set the correct code in the details panel in designer mode. You can then put your own blueprint code in for it to execute any event you want after the correct code is put in.
Number of Master Materials: 4 Master materials - 1 for spinning earth, 1 for UI Textures, 1 for render target and 1 for basic colour creation for DNA Model.
Number of Material Instances: 66 Material Instances - 6 basic colours for DNA Model, 60 for UI use
Number of Textures: 51
Texture Resolutions: 64x64, 64x256, 256x64, 512x64, 1024x64, 256x128, 512x128, 1024x128, 1024x512, 1024x1024, 32x256, 128x96, 128x128, 256x256, 512x256, 384x512, 512x512, 512x384,
Supported Development Platforms:
Documentation: Link (or a description of where users can find) the documentation
Important/Additional Notes: Texture resolutions vary due to the design of each texture. All texture are power of 2 or divisible of 2. All text previewed in the screenshots and video is generated via blueprint code and can be altered except for 1 set of text which is the binary code shown in screenshot 2 as that is a single texture pannered.