I’ve tried moving the camera in and out by thousands of units but the issue persists. It also occurs equally with perspective and orthographic cameras.
I’ve also tried adjusting the Near Clip Plane value in the project settings but again with no luck.
As well, I’ve worked out that this only occurs on actors spawned during runtime. If an actor is placed in the editor, its widget component renders normally but if it’s spawned, it only renders sometimes or needs the game window to be resized during play before it renders.
I am having the exact same issue where Widget Components in spawned Actors do not appear until the camera is moved to fully frame the spawned Actor. I am using an Orthographic Camera, and the Widget Component in spawned Actors are not rendered at run-time until the Camera is moved to a position where the spawned Actor is in the middle half of the Viewport, at which point the Widget Component suddenly appears and will stay visible regardless of the Camera’s position/movement.
I was contacted by Epic after I reported this as a bug. They explained the way to fix the issue is to check “Tick when Offscreen” on the widget component.
**MC1RScorpion, **after some experimentation, it seems like Widget Components are only rendered after its Bounds and/or Transform point is within the Camera’s field of view, and it turned out that my Widget Component’s transform point was offset way above the visible canvas objects within the referenced Widget Blueprint, so I was able to fix the issue by adjusting my Widget BP and moving the Widget Component within my Actor so that it was closer to the rest of the Actor’s visible components.
Alternatively, setting the “Use Attach Parent Bound” value to **true **in the Widget Component’s Rendering (Advanced) Details seems to work too, although the Widget Component will disappear if the Actor’s other components are out of view.