Hello. I would prefer if UI elements didn’t obscure certain actors within a scene, so I’m currently trying to mask out the UMG when widgets overlap specified objects during play.
I’ve programmed UI materials that utilize SceneTexture nodes to create transparencies based off SceneDepth and CustomDepth/Stencil settings, but I’m running into a problem where the resulting mask is not showing up exactly over the intended objects.
In a larger window, there is a minor offset around the masked objects, and this offset is much more pronounced when testing in a smaller window.
(mask slightly offset on pink UMG widget during play within a larger window)
(mask heavily offset on pink UMG widget during play within a smaller window)
Is there some UMG, resolution/scaling, viewport/camera, etc. setting I’ve missed somewhere that’s causing this discrepancy between the Custom Depth/Stencil buffers and how the UI is rendered within different window sizes?
Any advice on hiding UMG widgets over specific objects would also be appreciated if this is a completely wrong approach. I am new to UE4 and still learning my way around the software. Thank you!