UMG Draw Lines sometimes draws an incomplete line

I’m adding widgets to an overlay and subsequently to an array that stores their locations as Vector2d during runtime. At this point, the OnPaint override begins to draw lines – but sometimes the line that gets drawn is incomplete. It actually looks like it’s fading out before it reaches the destination.

I’ve highlighted the incomplete line with a green circle, and included a second screenshot of the blueprints controlling my OnPaint. The LinePoints Vector2d array contains the locations of each white circle, and those locations are added to the array as they are created and added to the parent widget’s overlay.

Try disable antialiasing. You can see this boolean if you click on bottom triangle of the node.

I’ve seen this issue myself, trying to use it to draw a line graph. Its AA related as didn’t occur with antialiasing disabled but also really ugly and not a solution.

Seems to mostly occur if the line is close to another line (AA Zorder fighting perhaps?). Doesn’t seem to occur if you draw all the lines using “Draw Line” and loop through it. Only “Draw Lines” it showed up for me, though guessing would loose quite a lot of performance benefit if you don’t batch it.

Attached a sample project that shows it, red line is using “Draw Line” looped, blue line is “Draw Lines”. would like this fixed and could use it for line graphs and that could end up drawing a lot of lines that the performance benefit would be worth it.

Thanks,

p.s. excuse the mess in the BP only a 2min setup so not neat but shows whats needed :wink:

Project