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3D widgets affected by lighting

I'm trying to create a UI that displays on parts of my character, I have it set up and working but I'm having issues with the 3D widgets.

They're affected by lighting. How do I turn that off? I've tried checking the texture itself to see if there was an option I could turn off, I looked for options on the lights, the widgets themselves and so on. I'm not seeing an yway to disable that.

Obviously I'm missing something. Any help on this?

Thanks :)

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asked Feb 08 '15 at 12:28 AM in Rendering

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avatar image Anslem Feb 08 '15 at 12:29 AM

Whoops! The actual problem is that the light is washing the widgets out, they're so bright!

Thanks :P

avatar image Tim Hobson ♦♦ STAFF Feb 09 '15 at 09:06 PM

I'd like to look into this and see if I can get a request in for improvement although I'm not sure I'm replicating the same thing you're seeing. Would you mind posting a screenshot of the washed out issue and where it's not.


avatar image Anslem Feb 11 '15 at 04:57 PM

I don't have the project anymore but I read on the forums that the 3D widgets are "in the world" where as normal UMG elements are not. Meaning that the 3D widgets are affected by lighting, AA and post effects like motion blur and so on.

That was my problem, I didn't want that. I tried creating an unlit material for a 3D widget and it just flat out wouldn't display on them, where it displayed perfectly fine on normal UMG widgets.

It's experimental of course, so I'm figuring there's a lot of bugs that need to be ironed out.

avatar image Narghile Feb 10 '15 at 02:55 PM

This is how my 3D widget runs, a little too much shine on material I think.



avatar image Bormak Aug 13 '18 at 06:53 PM

Bump. Its still a problem

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3 answers: sort voted first

There is a workaround here:


I had this problem in my main menu, where the pawn is just a spectator, so I had to create a new spectator blueprint and attach a camera without brightness to it.

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answered Mar 15 '16 at 08:44 AM

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avatar image 6r0m May 19 '17 at 12:27 PM

it's workaround in your case, in my I need to disable gain. "workaround" - disable pp effects - controversially

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Lighting already does not affect widget components. It will be affected by post process however so if you are asking for that feature to be disabled, we have it planned.


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answered Feb 11 '15 at 09:55 PM

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avatar image Rudy Q ♦♦ STAFF Feb 11 '15 at 09:23 PM

Hello Anslem,

I feel like this would be a good feature to add to the 3D widgets. I have written up a request ( UE-9675) and I have submitted to the developers for further consideration. I will provide updates with any pertinent information as it becomes available.

Make it a great day

avatar image Anslem Feb 11 '15 at 09:41 PM

Thanks Rudy :)

avatar image Kyoril Mar 10 '15 at 02:39 PM

Sorry for the push. Any news on this, yet? Post processing makes it really difficult to read what's written on my widget in 3d.

avatar image Doctor Ergot May 12 '15 at 10:14 AM

Any news, guys? :) 3D UI is quite important in VR-focused games.

avatar image Rudy Q ♦♦ STAFF May 12 '15 at 01:49 PM

Hello miligram9,

As mentioned in Matt's post, 3D widgets are not affected by lighting but it is planned to be added in at a later point. I hope that this answers your question.

Make it a great ay

avatar image JMcComb Jan 07 '16 at 11:14 PM

Any update on this? We could really use the ability to ignore post processing on our 3D Widgets.

avatar image Rudy Q ♦♦ STAFF Jan 08 '16 at 02:14 PM

Hello JMcComb,

The request that you are looking for would be UETOOL-286. This feature request deals with disabling post process for 3D widgets. I went ahead and double checked on this issue for you. It appears that the status for this request has not been updated to fixed as of yet. However, I will be sure to bump up the community interest for this issue.

Make it a great day

avatar image Richy321 Jun 08 '16 at 10:21 AM

Was this implemented in the end?

avatar image Rudy Q ♦♦ STAFF Jun 08 '16 at 01:18 PM

Hello Richy321,

I went ahead and double checked on this report for you. It appears that the status of this report has not been updated to implemented as of yet. However, I will be sure to bump up the community interest for this report

Make it a great day

avatar image FacePalm.exe Jun 13 '17 at 04:22 AM

Was there ever any progress on this at all?

I'm running into this issue as well, and disabling various PostProcessing effects in an area are not valid workarounds in a full scene.

I'd like to be able to render UMG widgets after the post processing pass.

avatar image Rudy Q ♦♦ STAFF Jun 13 '17 at 02:11 PM

Hello FacePalm.exe,

I have provided a link to the public tracker. Please feel free to use the link provided for future updates.

Link: https://issues.unrealengine.com/issue/UE-9675

Make it a great day

avatar image FacePalm.exe Jun 13 '17 at 03:10 PM

Cheers for the link, however that only mentions lighting and NOT post processing (what I specifically asked about)

And that is marked as a non-issue, so there won't be any future updates on that item, as again it ONLY MENTIONS LIGHTING NOT POST PROCESSING.

Would it be possible to open an issue specifically about post processing (bloom and distortion are two PP effects I'm trying to currently work around.)


avatar image Rudy Q ♦♦ STAFF Jun 13 '17 at 03:29 PM

Issue linked above is issue that was put in for the original poster's issue on this thread. If this is unrelated to what it is you are asking, I would suggest searching for another thread and/or creating a new thread relating to the topic you would like assistance with.

avatar image kusokuso1 Jun 21 '16 at 04:26 AM

I apologize for bumping this... Is there any workaround in 4.12 for getting 3D widgets to not be affected by post processing?

Only thing I can think of is using debug text.

avatar image Rudy Q ♦♦ STAFF Jun 21 '16 at 03:37 PM

Hello kusokuso1,

If you are looking for a workaround I believe that JavierRamello has given a link to one below. This may be viable depending on your needs.

Make it a great day

avatar image kusokuso1 Jun 22 '16 at 02:17 AM

Hey Rudy Triplett, Thanks a lot for the reply. I did try adjusting the autoexposure, as cited in the article JavierRamello kindly linked, before posting. The setting names listed in that workaround don't exactly match that of 4.12's (Low/High Percent, Min/Max Brightness). In short, they only adjusted bloom/brightness so it didn't fix the problem.

Perhaps this isn't the right thread to post about post process probs, seeing as the OP was experiencing lighting issues in specific. As a followup to JMcComb's post, I was wondering if there was a workaround for pp affecting UMG widgets.

avatar image Anslem Feb 12 '15 at 05:20 PM

Thanks for the info, Matt.

I must have had a post process volume in there that was doing it.

avatar image MykonCodes May 18 '15 at 03:57 PM

Yes, it is affected by lightning. I have implemented a "card" system, like a simple TCG, and every time a card moves over this cards, the underlaying cards are blurry and "fade back in". Also, the environment gets reaaaly dark when the cards are displayed (right in front of the camera), since the cards reflect light. In some angles to the sun, they get even that bright, that you can't even read the text on them :( And I just deleted my post-processing volume, but no change..

avatar image MykonCodes May 18 '15 at 03:58 PM

All the effects are gone, when I hit F1 and enter the Wireframe Mode, so it is not a widget problem..

avatar image MykonCodes May 18 '15 at 03:59 PM

aaaand also for the "unlit"-setting.

avatar image 6r0m May 19 '17 at 12:22 PM

why do you close issue with this? widget shouldn't affect with postprocess.

give some workaround if so

avatar image Nialna Feb 20 '18 at 02:01 PM

Any news on disabling post-processing in widgets? This makes any game that uses post processing and 3D UI basically impossible to make.

avatar image Outstanding Feb 20 '18 at 06:13 PM

I got a fix for you. go into the bluepruint containing your 3D widget. Select the widget component and to the right in the details panel search for the material of the widget. Go into its parent to the main material Make it opaque, connect the stuff the it has connected into emissive to base color.

That should make it.

avatar image pyrolite90 Jul 14 '18 at 02:17 PM

Yes I got a good result for my project by changing the parent material of the widget from unlit to lit, then moving the connections from opacity to base. I had to keep it masked for my set up.

avatar image Outstanding Jul 15 '18 at 12:34 PM

glad it worked :D

avatar image Trankwiliti Nov 21 '18 at 12:45 AM

I'm not sure what you mean by changing from unlit to lit. Could you possibly post a screen shot of the parent material please?

avatar image pyrolite90 Nov 21 '18 at 12:59 AM

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avatar image Trankwiliti Nov 21 '18 at 01:03 AM

Is this what your material looked like after you made it so 3d widgets were not affected by post processing or is this the original material? Could you possibly post a screen shot of what it is supposed to look like in order to disable post processing? I can't get this to work and I would really appreciate the help!

avatar image pyrolite90 Nov 21 '18 at 01:24 AM

I currently have the material set up like this. I've had to make changes sense my previous post after changing my post process effects. This is not affected by the post process material, if I hook back up to base and default lit it will not work.

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avatar image pyrolite90 Nov 21 '18 at 01:32 AM

The "Pick Up" widget uses that material. It was only showing up white until I messed around a bit. Now it shows up blue like I wanted, or any other color. alt text

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avatar image Trankwiliti Nov 22 '18 at 02:37 AM

Thank you for responding

avatar image pyrolite90 Nov 22 '18 at 06:03 PM

Did you get it to work for your project?

avatar image Trankwiliti Nov 23 '18 at 09:14 PM

I couldn't. I don't know why. I made the parent material look just like the way you have it in your photo. But when I use post processing to change the gamma of the rest of the level it changes the gamma of my 3D widgets too. There must be some other setting somewhere that is set incorrectly. I might just have to hope that my boss is okay with this. Thank you so much for trying to help me though.

avatar image pyrolite90 Nov 23 '18 at 09:48 PM

Did you try setting the blend mode to Opaque, and connecting to Base instead of Emmisive? If that doesn't work my old set up worked with blend mode set to Translucent and connecting to Base instead of Emmisive. The post process material itself is Emmisive, so connecting to Base may solve your problem.

avatar image pyrolite90 Nov 23 '18 at 10:05 PM

Also I believe you need to set the Post Process Material to blend Before Translucency as well. I'm not at my computer to check.

avatar image danibeyond Sep 27 '18 at 02:53 PM

Thanks, helped me out! :)

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This is a small tweak which fixed me :3. This works well for me.

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answered Jan 30 '19 at 05:51 PM

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Harsh Bakshi
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