Weird Texture Anomaly on HUD...

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.

But in the game they look like this.

http://puu.sh/kRctT/772f52e69a.PNG

I am not sure what is going on here. I am running UE 4.9.2 with a new project from scratch that I am working on. Help … please … 8-{

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.

http://puu.sh/kRTt3/115282744a.PNG

http://puu.sh/kRTpA/c27214e091.PNG

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!

John Alcatraz gave me the answer.

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 …

f4169cfd98.PNG

… oh look, it now renders properly (the bottom left is the correct image) …

http://puu.sh/kRVHm/05e4fbd1bf.PNG

Thanks to @john_alcatraz, @victorb, @mattheww on the Unreal Slack Chat for helping me to troubleshoot this problem. Thanks guys. 8-}