Need help with double hand sprite

Hello! I have a problem with sprites in my project like double sprites and collision with floor and walls.
But as a new user I’m not allowed to upload media here I need to link my post on r/UnrealEngine5, where are details of my problem:

https://www.reddit.com/r/UnrealEngine5/comments/1lzkovb/need_help_with_double_hand_sprite/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

Hey @WolfofFuture! Welcome to the forums!

So looking over it all what I would test first is this:

Why is there a hand currently here? Shouldn’t that be elsewhere until you’ve picked something up or switched to it? Because it seems like there’s this one here and then a second one that’s a widget. You will have to choose either/or, personally I think a standard widget on the HUD would be best. Just for animation and looks mind you, the functionality would still all come from the player. But it would prevent clipping (like your lighter hand).

Hope that helps! :slight_smile:

I can’t explain it in a better way but this hand/child needs to be here becasue else I can’t compile it, in such a way I’ve been following this tutorial. But I can hide it in ScreenCapture

Buuuut then I need to somehow “unblue” the hand and I don’t know how. This hand is in UI widget (it appears in the red circle)

So either widget can be used here. You can have either one appear on the top.

To do so, first find the material used by your widget component. This is usually a default material like “Widget3DPassThrough_Translucent”. Once in there you need to set the Blend Mode to Translucent in the material’s details panel.
Lastly, under the “Translucency” section, check the “Disable Depth Test” option. This is the most important part, and SHOULD make it render in front of everything, basically making it a “Screen Space” widget without it being HUD.
The non-blue one probably already had this set correctly. :slight_smile:

The blue thing is also fixable here, you just need to change the “Shading Model” to “Unlit” as it’s probably set to “Default Lit”.

Give that stuff a try and let us know!

1/?
Will need to split this message into multiple posts due to being new but firstly: thank you for trying to help me :smiley:

Following the tutorial I’ve created material CRT_Weapon and its instance M_CRT_Weapon_Mat

The material that you’re talking about appears to be incompatible with widget hud

2/?

M_CRT_Weapon_Mat already had Blend Mode changed to Translucent but…

3/3
These other options appear only when Material Domain is changed to Surface, not User Interface

And if it isn’t User Interface then it’s again the widget hud

That’s because it is assumed to be a 3D widget COMPONENT on the player blueprint, as it is not part of screen space if it’s attached to the blueprint like the below image. That being said, I didn’t say use “Widget3DPassThrough_Translucent” specifically, unless that’s the one you are already using by default. I said “Find the material used by your widget component” which here seems to be “M_CRT_Weapon_Mat”

So I can’t help but notice that in the material graph your hand and gun are bluer than the widget component on the player. Which means the standard color is that bluer tint? So the NON-BLUE one is the altered one?

Standard:


Altered:

But you want it to look like the altered one, yes?

Yup, I’m using M_CRT_Weapon_Mat and want to use the non-blue one, which is closer to the original than the blue one

I’ve also looked around and found another thing that may be affecting this

This is a material that I’ve probably created (don’t remember) that is used by a flipbook, which then is used as seen on the scree with camera.

****While writing this I’ve looked around again and this time disabled in this new screen here Depth Test and the non-blue one isn’t clipping anymore and behaves how I wanted :smiley:
But still don’t know why the blue one was blue and which option would be better, the one that is physically with the player or one (blue) that is tied to the HUD

All of this is so confusing :face_with_spiral_eyes:

There’s not really a “better” here, it’s more of a personal preference. You just have to choose one or the other then work on that one, instead of both. :slight_smile:

From what I could tell that was the color of the original image it is sampling from? Am I wrong there?

Nope, the original looks like that
pistol1

You may want to check out that Texture sample node, then!

It is definitely being altered and nothing is going into that node to alter it, so it would be within that texture sample node.

Maybe just delete it and make a new one?