I’ve looked all across Google and can’t find an answer. All the results are about fixing problems with depth testing and whatever, but my question is different. I want to create a widget that has the ability to scale on the Z axis. Here’s an example (and the thing I’ve been trying to recreate in UE5):
In Star Citizen, a recent update added personal hangars. Along with this update came a more interactive ship storage system, allowing you to store and retrieve your ship from the hangar with a cool animation.
One element of this animation that I really like are these holographic caution barriers.
If you look at it from an angle, you can see that it has depth to it.
This is the part that confuses me, because even if they didn’t use the StarEngine equivalent of a 3D widget, I still have no idea how they created this effect with those animated hazard strips on them.

Also, the corners of this barrier do bend, which makes things a little more complicated.
Anyway, since I imagine it would be useful for future reference, I want to know how I could make any 3D widget with depth to them. Using a static mesh is not a valid solution, as some elements are going to be animated, like those hazard strips in the example, or in a more general sense, a holographic button.
Having multiple widgets lay on top of each other could work for some situations, but it adds complexity and also makes it difficult to add some shader effects that could only work if it was essentially just one mesh.
If you were curious, this is as far as I have gotten to recreating the example. The material slots that the 3D Text component gives are very useful for handling most of the appearance. there is also very fast scrolling noise that (should) fill the volume of the text. The only downside is that it still can’t handle animated elements.