Hey everyone,
pretty straightforward question. I have a WidgetComponent on a char, but the Widget shows up in my reflections. How can i get rid of that? Setting what seems to be the right property on the Component, has no effect.
Thanks in advance!
Hey everyone,
pretty straightforward question. I have a WidgetComponent on a char, but the Widget shows up in my reflections. How can i get rid of that? Setting what seems to be the right property on the Component, has no effect.
Thanks in advance!
A “reflection capture” is the kind of object you place in the level to generate cube map / spherical map reflections. Other reflections, such as ray tracing, and planar reflection capture, use a different render path.
I’m actually not sure whether all reflections can be suppressed. It’d be interesting to hear if there’s some other setting that works for this!
Hi there,
This is very odd. If you are using a widget component inside a character or pawn blueprint, just select it, and go to details panel, search for reflection and uncheck the Visible in Reflection Captures. That should work.
Thats what i tried, and it still shows up.
Hi there,
Check if your widget has materials with these settings checked:
And uncheck Visible in Real Time Sky Captures.
The materials are a good idea, but i don’t know where to change a material for a ui blueprint. Its really just 2 boxes an icon and a Progressbar. Unless those are assigned by default, i haven’t overwritten anything. The only other material i could find is the Widget3DPassThrough_Masked_OneSided on the widget component itself.
Thanks for this proposition but I have the feeling that it’s not fix my problem of widget reflection.
Like you can see, I really have a bad refection of my widget on my material. Do you have one other solution to exclude widget from reflection in material ?
Thanks
JD
Have you checked the shader properties of that surface? I’ll see if I can find something helpful and post it in here.