Get World Location of 3D Widget Element

I have a post process material that I don’t want to be applied to the 3d widget. So I’m using the custom depth buffer to mask out any part of the screen where a 3d widget is located, but widgets don’t write to the custom depth buffer. The only solution I’ve been able to come up with that works is to add a static mesh component that overlays each 3d widget element. I can then enable custom depth on the static mesh to mask out the 3d widget. I was hoping there was a way to get the world location of each 3d widget element so I could just code the static mesh components to snap to the 3d widget element. Since I can’t figure out or find a way to do this, I’m just manually placing and scaling each static mesh.