I would almost say don’t even do this in UMG then and just have floating geometry attached to the camera with a proper full material. The only challenge then comes in with making it reposition itself to fit variable aspect ratios. If someone can figure that out, that might be the solution to all this. Doing it like that would give you access to the full range of material controls, including the blurring effect that some people have done on various glass materials. I’ve been working on something where I wanted a refraction effect on the UI, and that was the only way I could find that would let me do it.