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Materials on UMG images are pitch black

Hi folks!

I've been dabbling in an Issue for quite some time now, So I've decided to come here for help. I'm doing a Blueprint project that once you click/touch the screen it will generate a raycast, then according to where it hits, it will generate a widget with a button containing an image inside. that image will have a brush made from a Material (that will be the same material as the object my raycast hit.

So far, everything works perfectly, except for one small issue: Only the emissive color of the material shows up on the image, everything else gets pitch black. I've manaed to get around this issue by modifyng my materials adding a scalar parameter that multiplies my base color by 0, and adds it to the emissive (so they wont look weird on the game), but I can make it a dynamic material instance and multiply by 1 on the image... so they do show the color on my button's image... this is not a satisfactory solution, so I'm still in trouble. Unlit materials work just fine in those images too. but I need it to be able to show my regular materials.

I've also tried to find anything on documentation regarding if I should not place a material that's neither unlit nor have emissive color, but everywhere I read, it allways says "you can use materials"....

So, anyone got a way for me to be able to see my regular materials on widget image/buttons/etc..?


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asked Feb 06 '15 at 05:54 PM in Rendering

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avatar image Emingo Jul 18 '15 at 06:44 AM

I have the same issue. Did you find a solution???

avatar image GRIMSK Jun 11 '19 at 07:38 AM

i have exactly same issue now,

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From what I've seen, as of 4.7.6 it's not possible to render 3D objects in UMG widgets. A possible workaround is the one on this tutorial: https://engineunreal.wordpress.com/2015/04/21/render-3d-objects-in-umg-widget-hud/

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answered Sep 02 '15 at 02:17 PM

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avatar image GRIMSK Jun 12 '19 at 02:06 AM

it seems not helpful in this case.

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