Remove widget fade effect

In my project I made a Skeletal Mesh Actor and in it’s Static Mesh Component I added a Widget Component so that I have 3D menus. It is doing what is expected when events are called, but whenever I set the visibility to true for a Canvas as example, it has a fading in effect. The effect can be seen on ComboBox as well which has that “hide/show” drop down list integrated on click.

How can I remove this effect?

I changed the colors for the elements of the widget, as for itself it is set to Blend mode: Transparent to keep the transparency of the elements in it.

I tried to switch from Skeletal Mesh Actor to simply Actor but the same effect.

Here is a difference between the 3 modes (left is Skeletal Mesh Actor and right Actor):

Transparent:
Transparent - YouTube

Opaque:
Opaque - YouTube

Masked:
Masked - YouTube

With Masked I get the best result, but it doesn’t have the best transparency for elements that use it, for that Transparent is better, but even with Masked I get that fading effect, and with Transparent mode is the worst.

As a side note, when Actor is used, some colors are sharper/brighter then when Skeletal Mesh Actor is used, not by a lot.

I think it might just be a byproduct of how the 3d widget is rendered. If you switch from 3d world to screen this problem disappears.

Switching the widget’s tick group to pre physics seems to speed it up ever so slightly but it’s still visible.
You can also tick manual redraw and set the redraw time to 0

One solution for my case that I made is that right before the user can interact with the Widget, change its space from world to screen. And when you transition to another 3D Widget then change its space back to world. This will only work if you view the widget straight from the front. If it is at an angle it won’t work as the widget will then be on screen as when you are using normal Widgets and not in the world.