Quality Difference between 3d Unlit semi - transparent objects and UMG Widgets

I found this difference in the quality of unlit translucent materials in the 3D world and on screen UMG widgets . The objects in the world seem duller. So when it comes to semi - transparent objects in 3D world (Sprites and planes ) , is there a way to achieve the same quality as in the on screen UMG widgets.

Disabling tone mapping as shown in this thread
https://answers.unrealengine.com/questions/44088/gammatone-washing-out-image-how-to-fix-1.html

helps me achieve the result I want for now. If there is a better way to do it pls advice.