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Can I disable post processing for 3D widgets?

My game uses post processing to tint the light (because it has underwater elements), but this tinting also affects 3D UI elements, which makes them unreadable.

Is there any way for 3D UI to not be affected by post-processing?

I found this question about lighting and post processing, but all the issues linked in it are dead links and there haven't been any news on disabling post processing for UI in a while.

Currently I'm unable to use UI due to this.

Product Version: UE 4.18
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asked Feb 20 '18 at 02:05 PM in Rendering

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avatar image FacePalm.exe Feb 21 '18 at 01:33 AM

I would also like to see a proper solution to this.

Currently we have a non-square, semi-transparent UI which we have on genie 'shops' placed in the world. The genie has flames on its body which causes a distortion effect. The issue being this also affects the UI making the text harder to read. see below:

Distorted UI

None of the hacky solutions I've come across have been usable so far.

Being able to render the UI after the PostProcessing has been applied would be great.

genieui.png (3.9 MB)
avatar image Chris Payne May 15 '18 at 12:01 PM

We have the same problem with the HUD for our VR title - just want to draw it after the posteffects. Can't find any documentation of Unreal's frame draw order. I could render it to an offscreen surface and composite it back on but that seems like a ton of work for what should be a simple ordering change...

avatar image Ixiguis Dec 13 '18 at 04:55 PM

Plus 1 for this

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3 answers: sort voted first

We have the same issue and its annoying as hell!

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answered Jan 06 '19 at 06:47 PM

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I think I found a solution for you guys! Use materials instead of images and put the material domain on User Interface (this probably renders out after the post processing). Than you simply have to drag you material into your widget. alt text

Let me know what it does for you guys!

screenshot-1.png (246.7 kB)
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answered Jan 06 '19 at 07:12 PM

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avatar image FacePalm.exe Jan 07 '19 at 01:44 AM

I gave this a quick go, however it doesn't work. Changing the material domain doesn't change it's render order.

Also this wouldn't fix the main issue I have, which is specifically text.

The changes would need to be made in the Widget3DPassThrough_Translucent_OneSided (or related) material as this is the material that is used to render the UI onto the in-game mesh after the UI is rendered into a TextureRenderTarget. (And changing this to UI stops it from working)

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Can you tell me if you set the rendering blend mode to transparent? For a 3d widget you need a BP and a component (which you may know already) alt text

screenshot-1.png (258.6 kB)
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answered Jan 08 '19 at 05:36 PM

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avatar image FacePalm.exe Jan 08 '19 at 11:58 PM

It is.

The image with the shop and genie above is what we have in-game.

As you can see, the character is visible through the 3D widget UI elements. (Item icons, background circle) And I even mention in the comment that it is a 'semi-transparent UI.' This is NOT a solution that works.

Have you actually tried your solution in a test setting or is this just a guess? Also as I mentioned before this doesn't fix the major issue which would be for text widgets. (As the PP messes with their readability)

Also, could you please comment on an existing answer for discussions instead of creating a bunch of answers which make the discussion awkward and all-over the place.

avatar image TristanPiejn Jan 09 '19 at 11:02 PM

Guess someone is having a bad day. Yes I tested it and for us it fixed the problem. NO post processing on 3D UI. Not even text.

avatar image FacePalm.exe Jan 10 '19 at 12:46 AM

Not quite sure why me saying that your solution doesn't work == me having a bad day....

On topic: you say "this probably renders out after the post processing" so I recreated what you did again and it didn't work. See material here:

alt text

And after using it as the brush material in a UI widget I get the following when I use a distortion effect in proximity to the 3D widget component: https://youtu.be/5f7kCraQ68E?t=3

In the video you can see I've set the Blend mode to "Transparent" as you state.

And the UI is distorted, meaning the solution does not work. That's all.

uimat.png (156.9 kB)
avatar image TristanPiejn Jan 10 '19 at 03:33 PM

I'm curious as I don't see the difference between our settings. For us (2nd image) it fixed the issue. alt text

Can I see your texture settings? I want to recreate your issue.

3dui.png (2.2 MB)
avatar image FacePalm.exe Jan 11 '19 at 12:23 AM

See attached: alt text

capture.png (604.8 kB)
avatar image ciNnderella Apr 03 '19 at 05:11 AM

Were there any updates to this? We're also trying to figure out some workaround and it's pretty frustrating.

avatar image FacePalm.exe Apr 04 '19 at 11:55 PM

No I'm afraid not.

From what I can tell their solution seems to work for (I'm assuming) whatever node(s) they're using for the cellshading/outline shader but is not a fix all solution.

It's possible the object is being removed from the depth buffer and the shader doesn't get applied? (This is just a guess however)

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