You can of course make the studio bigger if needed. Make sure it is in the studio room (at least for the part you want to see). You can now add the 3D Object/Mesh you want to render in the UMG widget to the studio! I did not have the time to find a funny model to render, so I just chose a default Mesh (SM_MatPreviewMesh_02). Now back to our studio, set the walls material to the one we just created. This is really important, as with that option, our studio walls won’t be affected by the 3D object shadows and the lights, and will therefore appear with just one united color (the one we’ve just chosen, actually). Set this color as the Emissive Color of the Material. Finally, set the Shading Model of the Material to Unlit. I chose a bright cyan color RGBA(0, 1, 1, 0). Add a Constant4Vector component from the Palette and change its color to a color your 3D model won’t contain (again, this is a bluescreen). We are willing to create a ‘bluescreen’, yes, exactly like the ones they use when shooting movies!įor that purpose, we will create a Material that we will be able to apply on those walls. Now that we have our ‘studio’ (I think that’s a cool descriptive name actually, I’m going to call it ‘studio’ until the end), we need to change its walls color. I know that this comes ‘out of the blue’, but trust me, it will make sense! Here is what it looks like without the roof: “Why the heck would I need to build a box?!”, that’s probably what you’re thinking right now. Make sure that the root component of the BP is the actual floor of the ‘room’. For that, add 6 StaticMesh components ‘Floor_400x400’ (that mesh is provided by default in the engine). We will start by creating a closed ‘room’. Now that we are on common grounds, we are good to go!īegin by creating a… yep, a Blueprint, how surprising! Choose ‘Actor’ as its parent class. If you don’t have such a UE project, you can follow this simple tutorial and come back here right after having completed it.īut if your very own project seems to fit to that description, you can skip directly to the scene capture creation. What you need to be able to follow this is a UE4 project with a UMG widget that displays somewhere in your game (basically in your HUD for instance).
#3D OBJECT CONVERTER TUTORIALS CODE#
I you feel more like reverse engineering without reading what I have to say, I also made the code available on GitHub :p The basic principle is to capture your 3D object to a 2D ‘image’ that you will be able to use in your UMG widget.īasic explanation is good, but having more details is even better! So here are the steps: Here is what we are trying to get as a result: I shall try to clearly explain how I achieved it.
As you may be aware of, it is not possible to directly render 3D objects/blueprints/meshes in a UMG widget (as of UE 4.7.4 at the time of writing).