Widget Component Transparency & Depth Test Issues :Solved :)

Hi .
I have two issues

  1. I seem unable to make my widget in the scene transparent even when I change the alpha value in opacity. This seems to be the case for both button images and button materials with there own transparent param.

2.Secondly there is this value in materials called depth test that makes materials render over any mesh its clipping with.
image

But that option is not available on materials set to user interface domain.
pic here demonstrated the bottom ring not being occluded by mesh . but My widget is :frowning: and I want it to act like the bottom ring.

Try to work with your widget component params:

My Products

1 Like

Thanks Supremative.
I did look in the component setting but must have missed that, Will give this a try.

That worked But does anyone know how I can expose that value in Blueprint, I cant seem to find it.


And also I still need help on the second issue of having the umg render like the bottom ring with depth test

2: Is Solved


Credit to Robert Segal
UMG Widgets for VR and PC

Enforcing widget visibility

UMG widgets will clip the geometry inherently in the case where a 3D widget is always placed in front of the player. This creates the problem of not necessarily seeing the UI because the widget can end up embedded in a wall or other in game geometry when the player turns their head. I didn’t explore solutions to this too deeply but did find at least one basic solution to set a material to always render in front of geometry. This material can then be applied to the UMG widget and you get something that “generally” works and should allow the player to still interact with the widget.

  1. Make a copy of the Widget3DPassThrough material from your Engine directory to your project directory
  2. Open the copied material asset file look for Element0 and click Disable depth test

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