Widget Component Transparency & Depth Test Issues :Solved :)

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