Is the only solution really to super-sample the UMG widget to 4 or 8K!?!???
I created a test texture in photoshop saved out at 1024 and used that texture with mips disabled as both a UMG 3D widget’s sprite source as well as the texture source for a 1M quad and placed them side by side. I then set the UMG draw size to 1024x1024 and the scale to 0.127 so that the 3D widget and the 1M quad were same physical size.
There’s a noticeable drop in quality in the widget. until the widget is ‘supersampled’ to well over double the resolution!
Is there really not a way to change the settings on the render texture that UMG generates in the back end?