Hey Nick, hope you’re doing well! I apologize about highlighting Michael only on that one and didn’t mean anything negative by it. My mind was elsewhere that day. I know you as well have done a tremendous amount for UMG and the editor/engine and I honestly appreciate everything that you and so many other devs at Epic have done. I have a long list with you on it and many other staff members I could personally thank not too mention the unbelievable support staff.
I know you are heavily behind UMG like Michael and also an extremely talented developer. Again I do apologize about that one and edited the original post to give credit where credit is due. If I may make a suggestion, please pretty please add a per object Motion-Blur option to turn it on or off for widgets especially among other things like Static Meshes, TextRenderComponents, etc. That’s the one thing I’ve really wanted the most lately that existed in UE3 as Motion Blur Scale and would lend itself well to VR especially.
I posted a thread in the Epic feedback forums (Actor Motion-Blur Scale/Deactivate - Feedback for Unreal Engine team - Unreal Engine Forums) but it didn’t get much love. Its the most apparent if you take a widget component, attach it to a Camera Component, and rotate the camera when using it as the primary view target. Even though the Widget is relative to the camera it blurs a great deal unfortunately and makes it hard to implement 3D HUDs.
Also, I did press the compile button at the time Nick and unfortunately the case I had did create this problem and Rudy was able to replicate it. I had a video but I had to take it down since my one-drive was filling up.
But honestly, thank you very much Nick! I really appreciate everything you’ve done. Hope you and the team have a great week!
EDIT: I’ll give this a shot in 4.11 when it drops soon, it might have already been fixed pretty quickly