So it seems there is simply no easy way to render a widgetcomponent in “World” space as it looks when rendered in “Screen” space. I assume that’s just because the pipeline is setup in a rigid inflexible way and the Epic Games programmers just gave up on supplying a more flexible rendering solution for WidgetComponents due to the render setup being like this. Personally, I would prefer we rendered the component during the “Screen” space step but then applied 3d world transformation there, but I assume they also thought of that and it would create other issues?
Anyways, I don’t have a proper solution but what helped me to create something I was happy with in the end was: I took one of the predefined materials for the widget component (i think one-sided transluscent something) and I added a multiply to the color, of around a factor of 0.2.
This did the trick for me, and now all I would want to add is mipmapping to the widget RTT (separate topic)