Sorry if this is the wrong place. Started creating this thread in Content Creation but when I started talking C++ and rendering I thought it might make more sense here.
We’ve got a beautiful UI concept we’re currently trying to plan implementation for using UMG and we think we have a few ideas but we also wanted to ask the community to see if there’s something out there we haven’t considered.
This is the UI.
The skewed areas are expected to be widgets contained within the world to give them that 3D look. The problem we run into however is that 3D widgets are affected by post-process. The post-process pretty accurately recreates the blur and parallax effect seen on the UI but the colours are all washed out.
My current plan is to modify the WidgetComponent and then derive from it into a new custom component that would more easily allow us to specify what material to use when rendering the widget onto the quad. The material we’d write would use a Custom Depth Pass to draw the pixels for the widgets without applying any post-process to them.
A secondary idea is to render the UI using a separate camera onto a render target and translate any mouse interaction from the viewport into that render target.
We’re worried that we’re missing a more obvious solution though. We’re looking for any thoughts and/or suggestions that might put us on a different path.