How to make item picked up never collides or overlap?

I’m developing a pick up system in UE5 using the default first person character. Currently, the item is being picked up as desired. BUT there are some issues when the item is picked up. I want the item that is picked up to appear in the bottom corner of the screen to indicate that it is picked up till the player put it down. However, the item in the corner is sometimes overlapping with what is in front of it and sometimes it collides with what is in front of it. But I don’t want to overlap or collides, I just want it to be always displayed in the corner but never get affected by anything till it is put down! So simply I want it to be like an image on the screen that is always showing on top of everything else. Here is my blueprint:

Here is a screenshot of the issue:

You can achieve this by adding HUD to your project. To do that, you can consider using widgets or you can get a little bit crazy and render the item in a different world.

On the widget approach, you can create an image for your item and fix it on any place you desire. Pretty straightforward.

Though if you want it to be affected by the lighting, you would need to keep the mesh, just don’t allow it to be collided with anything while always being visible to the player. I know for a fact that it’s possible since there are games that do exactly that, I personally don’t know how but found this post: [SOLVED] Rendering Meshes over everything

Since this is my first time using the engine, I wanted something simple and I can understand. Seems like the widget approach is the easiest. Can you talk a little more about it? where can I add it? it is a UI element that has to be added to a panel ? and does it work for all meshes I can pick or one specific that I need to specify myself in the widget?

You can right click on content drawer > user interface > widget blueprint.

You can create a 2D image yourself that resembles the picked item and insert it in the widget, but if you want your 3D mesh to be a displayed, here’s a video I found that explains how: https://www.youtube.com/watch?v=ndK_2XDDMXg

In this video, the purpose of the widget is different than your goal, but you can simply fix that at the corner of the screen which is even easier!

For what you’re attempting I agree that widget approach is the best, however there are other ways, here are 3 different ways:

Use a springarm:

Use material fuckery:

Custom depth buffer/stencil: