Displaying UMG Components around Actor

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.