HUD/Menu drawing in UE4 for Oculus Rift
Hello,
Upon experimentation, HUD calls draw to an absolute location, whilst a game is in stereo mode.
Is there a way to have the text correctly displayed, rending in their correct locations for both the left/right eyes, whilst taking in (x,y) screen co-ordinates??
My current work-around (if you can call it that :P) has been to implement a textured plane that is positioned in-front of the camera. I then render the HUD elements as a textured material that is mostly transparent.
This is bad, since it is subject to motion blur. Additionally, if anything passes in-front of the HUD elements, the HUD elements are occluded. I hope this makes sense.
How have others been solving this problem?
Upon experimentation, HUD calls draw to an absolute location, whilst a game is in stereo mode.
Is there a way to have the text correctly displayed, rending in their correct locations for both the left/right eyes, whilst taking in (x,y) screen co-ordinates??
My current work-around (if you can call it that :P) has been to implement a textured plane that is positioned in-front of the camera. I then render the HUD elements as a textured material that is mostly transparent.
This is bad, since it is subject to motion blur. Additionally, if anything passes in-front of the HUD elements, the HUD elements are occluded. I hope this makes sense.
How have others been solving this problem?
