We’re trying to use a UTextRenderComponent to display text in world space. We would like this text to always display in front of all other objects.
We tried setting “Disable Depth Test” under Translucency in the text’s material, and that mostly works, except it interacts poorly with other translucent objects.
SetDepthPriorityGroup() seems to be unsupported in UE4 as of now.
This seems like a fairly simple feature that I’m sure must be available in the engine already. How can we accomplish this?
Hi,
As you mentioned, there isn’t currently a way to specify depth priority for rendering of translucent objects. I believe they’re just rendered in order of proximity to the camera, which will cause the interaction you noticed.
Outside of writing a custom rendering path for your text, a simpler solution may be to render the text onto a canvas in UMG. You could place an object in the world to use as an anchor, and manipulate the widget accordingly. If that won’t work for you, feel free to share additional information about what you’re trying to accomplish and I’ll help you find a solution.
Best,
Cody