UMG Widget Component - Severe side effects caused by Temporal AA and Motion blur

UMG Widgets suffer from really bad motion blur and TAA side effects when used with translucent materials.

Materials that use translucency seem to be the cause here - I want to have my UMG Widget components on top of everything at all times, and the only way I can figure out how to do this is by making a material with transparency.


This same issue occurs if you add a mesh and set a transparent material.

Notably this issue goes away 100% when using the same shader, set to opaque. But of course then the widgets clip into things.


As you can see, the widgets are looking pretty bad whenever there is any motion.

Aside from turning off TAA and Motion blur, is there a way to fix this?

I tried rendering out the widgets in a separate actor, and rendering the texture onto the screen space UI. However, this is not perfect and some aliasing / background bleed occurs no matter how well i set up the transparency x opacity channel in the material.

I also tried making the widgets really really small and putting them right up against the camera, with an opaque shader. This works quite well, until the player goes near a wall and the player mesh clips through the widgets.

I have trawled through multiple resources but nobody seems to have an answer for this.

Please help!

Since 4.15 or 16 not sure, there’s a UMG widget called Blur Background you can add under every other widget.
If you want the circle DOF effect I’m not sure it works, never tried it but it should only do what it s named.