UNREAL MOTION GRAPHICS to Blueprint

 

Hello @Aximmetry

Is there a way to  change images dynamically  from UMG widget  in unreal  for aximmetry 5.1  to and change it in aximmetry.

attached is a blueprint  link  with a failed attempt for images Text is working fine

https://blueprintue.com/blueprint/qp219scy/ UMG

https://blueprintue.com/blueprint/b6a8bga0/ blueprint

   iGabantu Studios

 
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Eifert@Aximmetry
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Hi,

If you don't have any specific reason for using the UMG, then you should just display the Aximmetry Video on a plane:

Like it is described in the Get Aximmetry Video paragraph: https://aximmetry.com/learn/virtual-production-workflow/preparation-of-the-production-environment-phase-i/obtaining-graphics-and-virtual-assets/creating-content/creating-content-for-aximmetry-de/ue5-how-to-install-and-work-with-the-unreal-engine-based-de-edition/#get-aximmetry-video


Otherwise, I could not figure out the references from the blueprints you shared. But, there is an easier way to change the UMG widget images. I will detail it here:

First, in the Widget Blueprint's Designer create a binding function for the image's Brush:

In the created function, Split the Return Value pin by right-clicking on the Return Value pin and selecting the Split Struct Pin option:

Then add a Texture variable to the Widget Blueprint. I named the variable Aximmetry_Video:

Drag and drop the Aximmetry_Video texture variable into the function. And connect the created Get Aximmetry_Video texture variable to the Return Value Image pin:

In your blueprint, get the Widget out of your Widget Component. From the Widget cast out the Widget Blueprint, in which you can set your Aximmetry_Video texture variable:

And now, you just only need to add the Get Aximmetry Video and connect it to the Set variable (Set Aximmetry_Video texture variable):


Note, the previous logic can also be done in the Level Blueprint, but there first you need to get the Widget Component from the Actor:

Warmest regards,


 
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iGabantu Studios
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Hello Eifert

The Solution works.The image bind function was the Key.

We were testing Graphics that can scale depending on the content size hence the  need to use UMG  instead of static meshes

Thank you for the input.