World Space UI utilizing UMG is far from performant.
3rd Party Plugins resolving this space fall short, they fail to keep with UE versioning, fault in performance or provide dated forms of authoring.
Off the cuff our intuition was to render 3D Planes and reconstruct a portion of the UMG paradigm. We rapidly prototyped this utilizing plugins such as Geometry Scripts and Procedural Mesh. Creating dynamic and static elements for the broad set of use cases (Text, Layout, etc). The next step would be to roll an authoring tool to support this approach.
The divergence from out of the box UMG is a significant choke point, yielding more to the problem space. Taking a UMG authored widget and converting it results in a broader problem space; Material Domain Change, MVVM usage, Sequencer, Stylization, Blueprint logic, Interaction, the list extends beyond a reasonable scope.
We touched on the topic with Rendering Engineers at Epic recently, their suggestion was to use in world planes and render materials directly on those planes; the same intuition as ours.
They suggested making a post here to gather insights from individuals within Epic and from the broader developer Community that mind or may have hit the same constraints utilizing UMG in it’s 3D form.
How would you approach the problem space, does a native solve yet exist?