3D widgets affected by lighting

Thank you for responding

Did you get it to work for your project?

I couldn’t. I don’t know why. I made the parent material look just like the way you have it in your photo. But when I use post processing to change the gamma of the rest of the level it changes the gamma of my 3D widgets too. There must be some other setting somewhere that is set incorrectly. I might just have to hope that my boss is okay with . Thank you so much for trying to help me though.

Did you try setting the blend mode to Opaque, and connecting to Base instead of Emmisive?
If that doesn’t work my old set up worked with blend mode set to Translucent and connecting to Base instead of Emmisive.
The post process material itself is Emmisive, so connecting to Base may solve your problem.

Also I believe you need to set the Post Process Material to blend Before Translucency as well. I’m not at my computer to check.

is a small tweak which fixed me :3. works well for me.

The way i’ve found to fix is to go into the widget and adjust its colour and opacity nodes.
By drasitically decreasing the amount of light the widget ‘emits’ fixes it for me, go to ‘colour and opacity’ in the widget and set it to 0.1. for all three colours, R, G and B. looks very dark in the editor, but during play looks normal.

thank you !!

For me, disconnecting the alpha channel in “Widget3DPassThrough” worked like a charm (bumping for anyone seeking the solution even today)

2 Likes

Worked for me too.
Thank you <3

1 Like

The workarounds for the material (both changing to Lit and unhooking the alpha) work for me, when it comes to text in a widget. Having problems with images in the widget still being off though. Any ideas?

Divide your emissive value with the Eye Adaption.

I had the same problem and tried a lot to get it solved, but I never thought it would be that easy.
Source: A great person on the BenUI Discord.

13 Likes

Thank you very much, @Pantoth , that worked perfectly!

So just to be perfectly clear, the combination that worked for me was unhooking the alpha based on TwoSidedSign, and dividing the emissive value by Eye Adaption.

2 Likes

Change the widgets “tint color and opacity” inside the actor you attached it to, to almost black.

Stay creative!

1 Like

Wow. Thank you, @Pantoth! Other solutions require some tweaking to get them working OK, but your solution works perfectly right out of the box. Many thanks for posting!

1 Like