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UE3 - UT3 Gauge like Display - Custom HUD.

Discussion in 'Programming' started by Peccavi, Jul 12, 2009.

  1. Peccavi

    Peccavi New Member

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    Working on a steam-punk styled mod that uses a gauge a display for built-up charge / pressure.

    Reading over Hourence's intermediate Tutorial on the UI Scene editor was very helpful. Problem is that I can't reference any help on how to display a steam gauge like apparatus within the HUD.

    My current process is:
    1) Image behind showing circular face of gauge, not the needle. Not linked to any variables.

    2) Image in front showing needle of Gauge device, rotation around a pivotal point.

    3) Angle / Rotation of the Needle Image is linked to the variable for Charge.

    As far as I can tell, it is easy to link a Text display to a Variable, but thematically we were aiming for a steam-gauge device.

    Any help is much appreciated!
     
  2. brold9999

    brold9999 New Member

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    Which part are you missing? 1, 2, and 3 sounds like they cover everything.
     
  3. Peccavi

    Peccavi New Member

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    Missing number 3. No idea how to start.
     
  4. Twrecks

    Twrecks Spectacularly Lucky

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    Maybe make a static mesh of the needle to overlay on the HUD texture/material guage? Once you get the needle to draw properly, you can manipulate the needle with a set rotation command, feeding the amount of rotation through a local variable. Since it will be 1st person only, you won't have to replicate the variable in network play. Of course, you prolly could use an alpha texture for the needle, and rotate it by manipulating texture properties.
     
    Last edited: Jul 16, 2009
  5. brold9999

    brold9999 New Member

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    As Twrecks indicated you can use a static mesh (or other actor), rotate it, then draw it on the canvas when you draw the HUD. If you want to do it in 2D, it is probably also possible to do with Materials. (note that the following is based on UE2 but there is likely some analog in UE3) You can create a TexRotator Material at runtime and control it's properties to give you control over the rotation of your "needle" image.

    Either the actor or texrotator method should work, they will look slightly different, so it depends on what you want. The actor method, if you use a static mesh, will look somewhat 3d while the TexRotator method will look decidedly 2d.
     

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