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 ?

Thanks :slight_smile:

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

Thanks :stuck_out_tongue:

I’d like to look into 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.

Thanks!

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

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.

Hello Anslem,

I feel like 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

Thanks Rudy :slight_smile:

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.

Example:

Thanks for the info, Matt.

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

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

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

Hello miligram9,

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

Make it a great ay

Yes, it is affected by lightning. I have implemented a “card” system, like a simple TCG, and every a card moves over 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 :frowning:
And I just deleted my post-processing volume, but no change…

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

aaaand also for the “unlit”-setting.

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

Hello JMcComb,

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

Make it a great day

There is a workaround here:

I had 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.

Was implemented in the end?

Hello Richy321,

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

Make it a great day