Ok… if ya can like i was told, wait for 4.13… and just keep doing what your doing… and it solves alot of things.
for one, that WidgetPassThrough material is now exposed in deatils/material so you can now make a duplicate and set one for disable depth and one without, and not have to settle for the world widget to inherit your HUD disable depth settings which forces use of world to be set to masked and kills transparency.
Ok for clipping… I encountered this as well… based off linetrace interaction… which will need to be altered somewhat for 4.13 I am sensing now… for your menu / inventory taht clips, and its buttons or objects in/on it. You’ll need to create a custom trace channel to use that ignores everything else in the world, so it will pass thru and hit your buttons…
Edit> Project Settings> Engine / Collison you can play around in there… and make a custom object or channel trace.
You’ll see it appear in Details> Collision> Collision Responses / Trace /Object just choose it and ignore all else or combine to work. Hope it helps…