How to use DoF blur behind UMG

I am looking to add a Gaussian blur effect behind various menus in the project as well as behind individual HUD elements similar to how games like Battlefront do it. How would be the best way to achieve this effect?

Hey Mandosis,

Take a level and setup a Post Process Volume. Set it to Unbound and Enabled and setup the DOF to get the look you are trying to achieve.

Once you have this, create a CameraActor and in your Level BP, Start with an Even Begin Play, connect that to the node Set View Target With Blend and connect a Get Player Controller: 0 node to the Target and a reference to your CameraActor to the New View Target.

Now that your level starts blurred out with a static camera shot, you then need to create the UMG Widget. Make sure the Widget has transparent elements and is set to Transparent, not Masked and you should be good to go.

Best of luck!

We figured out a custom solution for the blur behind menus based Wuvluvs answer here Depth Of Field Blur on Pause - Rendering - Unreal Engine Forums

I am still looking for a way to mask the effect to only show behind HUD elements such as a minimap or ammo counter.

Ah, okay. Now I see what you are trying to replicate. You want this specifically behind certain elements and only those. In that case, check out this thread as someone shows how to implement it. They use it for eventually a blurred glass pane but also show how to use a mask to achieve the same effect in screen space which is exactly what you are looking for. I’m considering implementing the same thing as well.