Masking A Postprocess Unreal Engine 4.10 - blur

I was able to make a full screen blur with the depth of field post process which I want to use for the background both my pause menus and my in game HUD. The issue is that when I want to use it for my in game UI it needs to only be rendered under the HUD and not the entire screen. Is there any way the I can mask the post process to a UMG widget for simplicity?
The other solution that I thought of was to create a material and mask it off in the material. The problem is that PostProcessInput0 already has the blur applied and I can't use the SceneColor any more, so I don't have a way to get the original texture without the blur. Is there any way to do this?
Cheers.

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How to load textures from a spritesheet in Godot 3

I've just got started with Godot yesterday, and I'm starting a game. I drew a few spritesheets for it. It seems much more efficient to pack all of the frames of an animation into a single image file, right?
Anyway, in Godot I have an AnimatedSprite, who of course has a SpriteFrames property, or whatever it's called. I want to split my spritesheet up into multiple images so that I can use each image as a separate frame in the animation, but as far as I can see Godot provides no such feature. Is this the case?
I've been searching for an answer on the web for a while now, and I can't find anything relevant.
I'd be very surprised if I can't do this in Godot, since I can do it in just about every other game engine I've seen.
Thanks!
(Just to clarify, I want to (programmatically or otherwise,) split a spritesheet into multiple textures, within Godot.)
Click New SpriteFrames in the Frames property menu of the AnimatedSprite node. Now click on the just created SpriteFrames next to the name of the Frames property. Animation Frames window should appear.
Click this Add frames from a Sprite Sheet button. Select your spite sheet file, set grid sizes and finally select individual frames from that sprite sheet.
(This works for me in Godot v3.2.2)
As it says: "Sprite node that can use multiple textures for animation."
Source: http://docs.godotengine.org/en/3.0/classes/class_animatedsprite.html
What you are searching for is using normal Sprite(2D), and set regions for it if you are using AnimationPlayer at each frame.
Example: https://www.youtube.com/watch?v=IGHcscKpA7Y
If you want to do all programmically, you just have to set the sprite to Sprite(2D), and then:
func _ready():
set_region(true)
set_region_rect(Rect2(positionx,positiony,width,height))
but i guess using AnimationPlayer is better option.
This is not tested because i should be sleeping right now, but it should work.

Green square on game canvas using Phaser

Can someone please tell me why I'm getting a green square on my Phaser game canvas as below?
Without seeing any code I can tell you that you'll see that when an image can't be loaded by the Phaser framework.
Open developer tools in your browser of choice and refresh after opening the Network tab. You should see a 404 for one of your images.
I believe if you look at the standard browser console you may also see messages about the name of the asset that it failed to load.
I had a slightly different case. Images were being loaded in the init function, which apparently doesn't work. I renamed that function to preload and suddenly the green squares are gone and the images show up.
My case was also a little different too; it appeared that all my image resources were loaded, but I think I was trying to create the sprites a little too quickly - in order words, I was trying to create and add sprites to my scene before the scene was properly loaded.
I'm going to try waiting until 'scene.scene.isActive(key);' returns a boolean of true.....maybe that's what will solve my issue. Failing that, I might just put in some sort of sleep/await promise of 1 second or something (not ideal, but might work)
ALSO NOTE: Part of the reason I was able to create my sprites too quickly was because I was doing so in my own custom function, not the typical create() function. Actually, the best solution is probably to create my sprites in the create() function and not a custom function...

MergEXT MergZXing layer and barcode not reading

Just started working with this awesome external but have a couple of questions.
When the control is evoked, is it always the top layer or can I have a background transparent image on top of it so I can frame the control nicely?
Also, my testing seems to read most Barcodes but when it comes down to reading Barcodes on hard drives, the control does not want to decode those.... Too dense of bar code pattern?
I am very impressed thus far with the ease of use of your externals. Makes we want to code more for mobile devices!
an overlaying transparent image is not possible, as far as i know.
but couldnĀ“t you use
command mergZXingControlSetRect pLeft,pTop,pRight,pBottom
to define the rect of that scanner after creation
or
command mergZXingControlCreate pLeft,pTop,pRight,pBottom
to create the scanner control in the specified rect.
Set the rect smaller than the width and the height of the screen.
You could then use an underlying image, which is displayed outside of the scanner rect, to show the frame around scanner control. Did not test it myself, but i would assume that this should work.
Unfortunately the native controls in externals and the ones the engine provides are added as views on top of the LiveCode view. That means you can't intermingle LiveCode controls with them. One thing that some users have done is add a web view with a transparent background and a load a png image. If you create the barcode view first and the web view second then the web view will be on top.

how to change layers for the same background scene

I am making a menu for my cocos2d game. I would like to know if there is a way I can change layers within the same scene, similar to the pop and replace scene? I want to use this approach to keep the background unchanged as I navigate through the main menu hierarchy. How can I achieve this? I wouldn't mind another approach that would be more effective. Thanks.
As far as I know, there's no specific mechanism; just keep a reference to each layer inside your class, add them to the root scene, and show/hide them in the right moment.

Draw flowchart on webpage as navigation menu

I need to draw a simple "flow chart" that is used to navigation on my site. What I have been doing now is that I've drawn this MSPaint, then I add pixelmaps so that it navigate the user to different pages according to where in the pictures he clicks.
What I also want is that the page the user is on, changes colour (for instance, if user clicks on step 3, he navigates to page 3, and the page 3 changes colour to to green).
What is the best method to implement this? SVG? Canvas? JavaScript? CSS?
All answers that can point me to the right direction is very welcome.
Your first mistake here, I'd say, is that you're using pixelmaps; for something as simple as this, I'd recommend just making it a pure HTML/CSS entity, then giving a .active class or some equivalent to whatever page you're actually on. This is the easiest way of doing things in my books, and it has the benefit of degrading gracefully if the image fails to load for whatever reason.
That said, if you don't want to do it that way and are really attached to the static image for whatever reason, you could have variants of that image where the specific step is highlighted, and display whatever image is appropriate for that page. That would accomplish what you're looking for, but I wouldn't recommend it--it's very heavy in terms of network usage when compared with an HTML solution.
Now, bear in mind you could draw this with canvas, but that seems like overkill in this situation if you're basically just drawing a navbar; if you were drawing a full flowchart already and just wanted to reuse that code, well, that would be a different story; but in this case, with static imagery, just use HTML--it's just faster and easier.

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