Could you elaborate on what it is you’re doing and how you’re setting up the project? If you can reproduce this in a empty project with no additional content can you post the sample project or list the steps used to reproduce this?
Apologies, the previous zip was missing a level pre-setup with the widget loaded. I did not know Unreal had its own zip function so I must have missed it when creating my own.
The UMG widget is displayed in 2D and contains the slate widget. i.e The Widget blueprint has an instance of “MyWidget.h (UWidget)” in it, which has a
variable MyWidget pointing to a SMyCompoundWidget. The draw code is in SMyCompoundWidget.cpp/.h
Here is another copy with a level you can run:
To replicate in your own level: In the level blueprint create a widget of type ‘Widget’, add that widget to viewport, run.
So unfortunately, the updatedproject.zip you provided did not have any of the source code files associated, so I could not compile and open the project. Apologies, as this is part my fault I did not mention the source files to be added to the zipped folder.
If you could upload your project one more time with all of the necessary assets and files, I will be happy to help you continue to troubleshoot. If you have any other questions please let me know.
So for some reason, it is not allowing me to open your project’s specific map STILL!
This could be due to the fact you are using a code based project and running a source build, which can make things a bit more complicated. In other words, let’s try a different approach to getting this issue to occur on my end.
Do you happen to have the image file you are using for the custom UMG widget so I can create a simple test on my end?
As a quick suggestion, you can attempt to try a different Shading Model and Blend Mode in conjunction with the Dither Temporal AA option within your material’s properties. You could also try calling the Widget to render in Screen Space and not World Space to see if that has a difference as well.
Please let me know if you need further help or have any other questions, and thank you for your patience while we try and get this repro case to occur on my end as well.
Thank you for clarifying the repro steps for this issue. I was able to get the visual error to occur on my end using the steps provided and entered a bug report (UE-30471).
Once this issue has been fixed, it will be added the list of Fixed issues to an upcoming major engine release or hotfix. If you have further questions or need additional assistance, please let me know.