Is there a Z order in a HUD blueprint class?

Hello everyone,
I want to create a hud that has more than one texture overlapping each other.
How can arrange the order that they appear on screen? (Z order).

The stacking order is the same as the drawing order.
To make texture A show up on top of texture B: draw texture B first, then draw texture A.

Thank you!

Is this possible in 3D as well somehow?

Because I want a GUI that exists in 3D space. If an element is visible, I want it to be FULLY visible and anything that might be (completely or partially) in front of it, should be rendered in its background.

On top of that I will need to render whatever a player is holding in their hands, without having it clip through any objects that are directly in fron of them.

And lastly, on top of everything else, I want to draw HUD elements, but I don’t necessarily want to use a “canvas” for that. I would rather just set the drawing order and use ordinary materials to be more flexible.

This is a super old thread, back when UMG was experimental and we had to use the HUD class.

Now UMG’s have a sort priority build into them for sorting render order .

I dont think you will have to do anything in order for the widget to be always on screen because i believe they are always rendered in front of everything else.
And in case you ever face problems then go under project settings>rendering and set the z order to something else that better suits your needs.

Cheers.