I have a weird one … basically my textures on my HUD seem to have some weird background to them … almost like a shadow. These are standard TGA files with an Alpha Channel and they appear normal on the GUI designer.
So the weirdness continues, if I add it as a Widget to a HUD and render it like that, it gives me the weird shadow thing, but if I render them through a draw texture … the problem goes away.
What TextureGroup and Compression settings do they have? Have you tried setting it to UI and UI2D?
I’m not sure if this a reason for weird shadows, but worth checking!
Okay so this issue was entirely my stupidity and I will hereby wear the cone of shame for the day.
I had mistakenly placed my custom DrawHUD function to “Event Receive Draw HUD”, which is a tick event, instead of an “Event Begin Play”. So the engine was rendering multiple copies of the HUD on top of each other every tick … talk about an Frames Per Second killer.
The solution was to set it up correctly …
… oh look, it now renders properly (the bottom left is the correct image) …