UMGs overlap confilct

Hi. I’m having this problem with UMG:

I have an in game GUI made with UMG which display life, money, pause button and stuff, then, i have random spawnable blocks that create other little UMG (see video). These blocks are dinamically generated and always different so i cannot put all the stuff into one UMG.
The problem is that UGM doesn’t overlap correctly, and I can’t find a way to make them to communicate.
In particular, I want that if pause button is pressed, the menù interface cover all other stuff and disallow player to use buttons from other UMGs

youtube_share;Wz6C5HPA4wA]- YouTube

As you can see, text from “Bartender’s UMG” overlap “pause menù UMG”

Please help me, I’m really out of ideas.

Do you spawn that other widget in dynamically or just hide it by default?

I’m not quite sure how exactly UMG handles this. There are two ways which would be rather logical. Either the last spawned widget is displayed on top or the one with the highest Z index. You can set that one inside of the details for the individual parts of your widget (text, button, etc). Try that :wink:

Hi, the second widget (along with some others) are dinamically spawned and destroyed. I tryied to set the z value of these widget on -5 or even lower values while the main one is at 0 and 1, but same error appears.
Any other ideas?

Ah -5 would mean you place it behind everything else. Positive numbers are the front :wink:

oh yeah, soz, it’s an error of spelling. I was meanin +5 on the menù and -1 on the secoundary widget

I think pause menu would be used quiet often. You can instantiate it on the start and then you can set its Z index. And later on you can move it in and out of screen as a pause toggle function. This solution is temporary.

Though you showed a good point where Z order index is not the only parameter of depthness. (Maybe)