Widget 3D losing resolution from original

Hi there.

As you can see from the below images, when I implement a Widget 3D, the rendered component happens to lose resolution from the original widget:

What’s the cause of this? How can I mantain the resolution? Thanks.

Have you tried turning off mipmap generation in the texture settings? Mipmaps are lower quality versions of the texture that are used at different distances, but for something like this you don’t need them at all.

I’ve had issues when working with sprites, where heavy aliasing happens depending on the distance and setup of the camera. Is there any position where the widget looks better?

Yes, totally. This happens with mips turned off.

Unfortunately not: it always looks pixellated. Thanks anyway.

Also experiencing this. Did you ever find a ‘resolution’?

We just created larger textures (the ones you see in my screens were 100x100) and properly set the screen size in the Widget Editor (we usually used a very small portion of a 720p-sized widget). P.S. Good pun

Have you tried increasing/decreasing the draw size of the widget? You will need to scale the widget after to correspond appropriately. It seems like (don’t quote me on this) that Unreal doesn’t have any automatic adjustments for widgets in 3D space to help with resolution. So you just have to fine tune your own hard coded sizing so that the resolution of the widget works best for your VR scene. Higher resolution when close to the VR camera, and lower resolution when far away to reduce aliasing.