Why is my WidgetComponent still shown in the Reflection?

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!

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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.

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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.

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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.

I succed to don’t have this reflection when I change the material where is the reflection. The problem is, I cut all the reflections and not only the reflection of widget component.