3D widgets affected by lighting

I apologize for bumping …
Is there any workaround in 4.12 for getting 3D widgets to not be affected by post processing?

Only thing I can think of is using debug text.

Hello ,

If you are looking for a workaround I believe that has given a link to one below. may be viable depending on your needs.

Make it a great day

Hey ,
Thanks a lot for the reply. I did try adjusting the autoexposure, as cited in the article kindly linked, before posting. The setting names listed in that workaround don’t exactly match that of 4.12’s (Low/High Percent, Min/ Brightness). In short, they only adjusted bloom/brightness so it didn’t fix the problem.

Perhaps isn’t the right thread to post about post process probs, seeing as the OP was experiencing lighting issues in specific. As a followup to JMcComb’s post, I was wondering if there was a workaround for pp affecting UMG widgets.

why do you close issue with ?
widget shouldn’t affect with postprocess.

give some workaround if so

it’s workaround in your case, in my I need to disable gain.
“workaround” - disable pp effects - controversially

Was there ever any progress on at all?

I’m running into issue as well, and disabling various PostProcessing effects in an area are not valid workarounds in a full scene.

I’d like to be able to render UMG widgets after the post processing pass.

Hello FacePalm.exe,

I have provided a link to the public tracker. Please feel free to use the link provided for future updates.

Link: Unreal Engine Issues and Bug Tracker (UE-9675)

Make it a great day

Cheers for the link, however that only mentions lighting and NOT post processing (what I specifically asked about)

And that is marked as a non-issue, so there won’t be any future updates on that item, as again it ONLY MENTIONS LIGHTING NOT POST PROCESSING.

Would it be possible to open an issue specifically about post processing (bloom and distortion are two PP effects I’m trying to currently work around.)

Cheers.

Issue linked above is issue that was put in for the original poster’s issue on thread. If is unrelated to what it is you are asking, I would suggest searching for another thread and/or creating a new thread relating to the topic you would like assistance with.

Any news on disabling post-processing in widgets? makes any game that uses post processing and 3D UI basically impossible to make.

I got a fix for you.
go into the bluepruint containing your 3D widget.
Select the widget component and to the right in the details panel search for the material of the widget.
Go into its parent to the main material
Make it opaque, connect the stuff the it has connected into emissive to base color.

That should make it.

Yes I got a good result for my project by changing the parent material of the widget from unlit to lit, then moving the connections from opacity to base. I had to keep it masked for my set up.

glad it worked :smiley:

Bump. Its still a problem

Thanks, helped me out! :slight_smile:

I’m not sure what you mean by changing from unlit to lit. Could you possibly post a screen shot of the parent material please?

Is what your material looked like after you made it so 3d widgets were not affected by post processing or is the original material? Could you possibly post a screen shot of what it is supposed to look like in order to disable post processing? I can’t get to work and I would really appreciate the help!

I currently have the material set up like . I’ve had to make changes sense my previous post after changing my post process effects. is not affected by the post process material, if I hook back up to base and default lit it will not work.

The “Pick Up” widget uses that material. It was only showing up white until I messed around a bit. Now it shows up blue like I wanted, or any other color.