Hi everybody. For quite a while now, my friend and I have been trying to figure out how to blur underneath UMG elements in realtime.
Here’s example of what I’m talking about from the new Star Wars Battlefront game. (A few other games that have a similar effect are Call of Duty Advanced Warfare, Black Ops 3, and Assassin’s Creed Unity.)
The closest we’ve gotten is a post process material hooked into the blendable slot on a post process volume which blurs the scene using an alpha mask in the shape of our HUD. The code is pretty much exactly the same as this post. This achieves the desired effect for the most part but if any UMG elements move or the viewport gets resized it falls apart.
Does anybody have any ideas on how we could do this?