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Alexotronic's avatar
Alexotronic
Explorer
13 years ago

[solved]Kismet -> Draw Text

If you use the Kismet node "Draw Text" (New Action -> Misc -> Draw Text) are you able to read it while in the rift?

Solved: Yes! It is very readable. It is also locked to your view. (Will be easy to use offset to get it where you want it to be)

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  • Did you get this sorted? I'll be home in about 5 hours and could try this out for you.

    Try to get someone to test on the Rift before submission. I found things behaved a little different when actually using the rift with respect to orientation.

    Good luck.
  • So I can't get this to work. I made my own custom game type that feeds into UTGame. Do you think that is why it is not drawing? I was reading on this thread that this might be the case.

    http://forums.epicgames.com/threads/723740-How-do-you-draw-text-on-the-screen-via-kismet!-!

    I'm not too sure how to extend a game type beyond what I have done, so to add this code would be taking things beyond my scripting experience (next to nothing.)

    It says in the thread "The UTHUD class does not render Kismet DrawText messages by default. To enable it, simply extend a class from UTHUD and override the PostRender event."

    event PostRender() {
    super.PostRender();
    DisplayKismetMessages();
    }


    I'm going to give this a try...hope it works!
  • I'm not able to get any text to draw on screen.

    Can you list out the game type in World Properties you have UDK set to in order to get this to work?

    Also, how are you triggering this (I'm using a level loaded) and what are your setting on the draw text node?

    Thanks for the help!
  • I have my world properties set to the "Custom Gametype" of a blank install. (I don't even have any of the UT gametypes)

    Level loaded should be fine. One important protip: You need to set the font in the kismet node. (Search content browser for font)
  • Thanks, I did set my font type as well. I am using the UTGame type...so I think there is an issue there. If you wouldn't mind, change your gametype to UTGame and see if that is causing an issue for you as well!

    I made my own hack solution to get around this issue.

    I just made a 3D card and a texture for my text, attached the 3D card to the character at the beginning of the level (with the click fire to load level texture applied to it) Then with Matinee I did a material blend of the opacity so if fades in and out in a matter of 10 seconds. This isn't ideal at all but I needed to get this thing done. Get 'er dun! Nice huh! :)

    I would still like to figure out why this isn't working.