Displaying UMG Components around Actor

Hi everyone,

I’m working on an AR system in Unreal Engine (UE5) where users can place two types of annotations on a recognized object:

Point annotations – visualized as small spheres.

Plane annotations – visualized using Decal Actors applied to the object’s surface.

Each annotation includes metadata like a title, description, and creation date. I want to display a UMG widget next to each annotation to show this info. The problem is that when annotations are close together, especially decals on the same side, their widgets overlap or occlude each other.

I’m looking for a solution to:

Display UMG widgets in 3D world space (e.g., via WidgetComponent).

Prevent widget overlap

Thanks in advance!

Hi there, I am not familiar with AR UX but

  • If you want to display annotations in world space
  • The space can be narrow or crowded with multiple annotations.

Eventually it will overlap, so if we push widgets to the sides by a detection method it would not help.

However

  • If you have a controlled environment , like there will be always 1-4 annotations you can create a system that scales and pushes widget to required spaces.

What I would suggest is another thing.

When player looks (focus) to another object, annotations become larger by default they are smaller
When player looks (focus) to another object, annotations in the current scene are Y-Ordered bringing the last focused forward.
Annotations are always aligned to camera forward of player, maintaining parallel to each other.

That way it would be feeling more fluid I feeel but its just my UX designer talking as said quite noob in AR just a regular user.