That seems to be an issue with rendering, could be because of additive blend mode.
Here is the test I made with the settings as transparent
WidgetComponent : Widget3DPassThrough_translucent
Retainer UI Material : UI Domain - Translucent.
Widget Hierarcy
Result

So in terms of rendering bugs, can be many things again, can be something you set, a post process setting or material can also cause, most suspiciously your additive setting or a wrong setting in umg widget and ui material, however in a default template I donât see any replication of it.
Edit:
No replication on double widget component
or double retainers
which material texture you are using on retainer box?. could you please tell me the actual name of it?. thank you
a default white texture should do the job
It weird. I do not have the default white texture like yours and another texture like this(in pic) is not allowing to set linear color. is there any way you can sent me your texture(may be in discord). itâs ok if you do not want. :
the texture is a default engine texture, you should already have similar white texturures however here it is.
You are changin texture settings to linear over there you dont have to use anything special
Just choose this is an engine white texture and you should have it already.
/Script/Engine.Texture2Dâ/Engine/EngineResources/WhiteSquareTexture.WhiteSquareTextureâ
Socials are on my profile.
Hi, I tried everything(post process enabled, new project) but could not figure out whatâs the issue here. anyway, i need this technique just for generating cast shadow under the widget. Is there any other idea, to acheive this without using widgetcomponent in actor?. Tq
You can put under a mesh and set hidden with hidden shadows as mentioned before.
yes, this involves to add widgetcomponent in actor BP. This technique is not working because my display is not visible in actor viewport due to some weird reason. it taking a lot of time to debug this error so i looking for other ideas. any thoughts?
You can add widget to viewport.
OnTickUpdate : WidgetSetPosition->Position = ProjectWorldToScreen(Car->GetActorPosition + (Player->ForwardVector-> Normalize * SomeDistance))
However if you have a rendering problem still existing (as i understand there is) it is expected to appear on normal viewport too. You can try adding to viewport and test.
Hi Grimnir, here is the screenshot of my widget you asked for. still getting same error.
Hi there is nothing wrong with it, mask is doing its job. If you want to mask everything with material then you have to provide exact shape to the material. Which would be hard case for your.
If your mask is not matching this is the result, however in your case you donât even have to use this anymore since you are doing it in a single UMG. (that was not the case in the beginning of this forum thread)
You can wrap your object with a size box and use bounds clipping.
That way your widget on back still will be clipped and you donât need a material masking that way.

Hi, i have a problem with anchor or alignment may be but my text and image is not clipping as you said.
Try to set ımagr size fixed or with a fixed size overlay.
could you please tell me how to do this?.. i dont see any option to fixed size of image or overlay?
I simply make a size box with clipping,
On child widgets there is an overlay as container
Overlay child is an image 512 and a text aligned to mid center anchor with some top padding.
It worked but it is not the solution i need. I want the exactly display as i have send you in the picture. In your solution, the text inside the display is clipped but i can still see the border in the display. i need to hide the half of display completely and show it in animation later. sorry for confusion. i hope you understand.
There could be a bug use rounded image