Hey , great to hear from you and thank you very much for the detailed response!
The reason why I was trying to do this using a Widget Component in 3D space and not directly added to the viewport is in this particular instance, you are controlling a Turret from the Turrets POV and I have a Post Process Blendable that adds a very cool old school camera effect, while also altering things like Chromatic Aberration, Tone-Mapping + Color Correction, etc so that the HUD elements were affected by the material in the same way.
It’s possible I could come up with a Material Layer that applies the exact effect inside all the HUD elements that use the same Material but since some things in the blendable are driven by the Screen-Space Texture Coordinates, it may prove a little tricky so that it looks exactly the same.
Also if you look closely, there is some some jitter unfortunately with Temp AA with the element being attached as a Widget Component directly to the camera… (these are temp assets with the original HUD + Effects used)
This is from moving the camera quickly. As a note, that screenshot has MB disabled completely.
That’s great to hear you have that planned in the works, but unfortunate that it will be a while before devs can take advantage of that. I think it would be great if Epic were able to consider still adding an option to omit velocity data knowing that Temp AA will not work. I don’t think every developer is using Temp AA for that matter and I personally would still love to have that option knowing that’s a tradeoff. It gives me a lot more flexibility to do things and the freedom to make that choice. I understand UE heavily relies upon it and I think in many cases, Temp AA is great but clearly has its flaws as you can see in the image with the ghosting and jittery image. Just something I’d love you guys to consider.
I appreciate the response again and have a great day !
