Widget Component does not always cut it, and it is not suited for all types of games (unless It can be rendered on top of everything).
It can be useful for adding more depth in GUI (something along like Destiny HUD or The Division).
But that seems like overkill (not to mention really slow to iterate). Since I don’t think mesh widgets can be somehow magically transformed in material to add 3d transforms to them (add depth, like CSS 3D transforms) and I would still end up hacking around creating properly wrapped meshes.
Yeah they aren’t transformed in the material really, the mesh itself uses the ‘transform’ you import it with and that is how it looks on screen (1 unit in mesh space becomes 1 pixel). Not super-fast for iteration.