World UI Textures/Materials Fail to Update

Summary

Setting textures and materials on a World UI does not work. I tested this with two different setups, two different code implementations, and across two separate projects, and the same issue occurs every time.

The UI updates and works correctly when displayed normally, but when the same UI is used in World Space, the texture/material does not update.

It’s frustrating to see the team lose a significant amount of development time to this issue.

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

Assets

Steps to Reproduce

  1. Place a World UI.
  2. Link the World UI entity to a device.
  3. Create a Color Block and link it to the Texture field.
  4. Use Verse/code to change the texture.
  5. Check whether the World UI texture updates.

Expected Result

The World UI should update its texture in the same way that the regular UI does.

Observed Result

The default texture remains visible and does not update.

Other UI elements, such as text, update correctly, but the texture does not.

Platform(s)

UEFN

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Additional Notes

I have reproduced this issue in:

  • 2 different projects
  • 2 different setups
  • 2 different code implementations

The issue is consistently limited to the World UI texture/material not updating. The UI itself works correctly when displayed in normal UI space.

The attached pictures show the relevant code snippet, the World UI with the texture failing to update while the Text Block updates correctly, as well as the UI/View Bindings working as expected.

I see that you are getting icon from some option var. So I assume icon itself is added as an editable, right?
If so, then thats why it wont update on SG widget. Scene Graph stuff dont like taking assets from editables rn. So the solution for this rn will be to wire assets directly in code. Like, for example, make enum for case statement and then pass your assets with func that will use that case statement.
I made a couple SG widgets and they work fine like that.

Interesting. We have two projects where this happened. In the first, we aren’t referencing the asset from a device at all. We’re simply using the option variable to determine which weapon icon to display, and then returning the weapon icon from the icon component.

In the second project, we are actually referencing a texture from an editable.

This is the same issue in this report

They said it was supposed to be addressed a month ago, but it is yet to be fixed.

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FORT-1146435 is ‘Closed’ as ‘Fixed’. The issue will be addressed in 42.20.

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