Why is my Widget Component not Rendering?

Hello,

I’m wondering why my world-space widget component is not rendering during play on actors spawned during runtime.

If I depossess and wiggle the camera, they pop into existence and stay rendered when I repossess.

If I move my orthographic camera in so close it clips the static mesh of the actor of which the widget is a component, it renders during play as it should.

Any advice on this issue would be appreciated.

Cheers.

I’ve discovered that the determining factor of whether or not the widget component renders is the Resolution Scale value in the scalability settings.

Does anyone know of a way to force a widget component to render regardless of the resolution scale?

Even with this value at 100%, if I make the game window small enough, the widgets fail to render.

Cheers.

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.

It`s a bug apparently but as a temporary solution, turning “occlusion culling” off fixes the issue.

Thank you, yes.

I contacted Epic and they explained another way to fix the issue is to check “Tick when Offscreen” on the widget component.

Cheers.

The box is greyed out on the latest version