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- ivodopiviz
- Posts: 9
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World UI Component issues
Hi all,
I'm investigating using world space instead of our custom screen space solution but I've run into some immediate issues:
1. Offset property doesn't seem to work, I had to manually move the component in the blueprint editor.
2. This is just a canvas with two rectangles inside, it seems like z-ordering is backwards.
3. Occlusion seems to be off. Geometry starts disappearing towards the edges of the viewport.
4. I guess this makes sense, but the component seems to be affected by temporal anti-alias, meaning that it looks terrible while we're moving around.
Versions I'm currently using:
Unreal 5.6.1
Noesis: 3.2.10
What's the status of this feature? Is there any extra setup that needs to be done? Documentation for this is almost non-existent and I couldn't for the life of me find the right version of Unreal to use for the sample. 5.3.1 didn't do the trick.
Thanks in advance
Edit: I posted this from my personal account but I work for a licensee and have access to Noesis 4.0.0 pre-release.
I'm investigating using world space instead of our custom screen space solution but I've run into some immediate issues:
1. Offset property doesn't seem to work, I had to manually move the component in the blueprint editor.
2. This is just a canvas with two rectangles inside, it seems like z-ordering is backwards.
3. Occlusion seems to be off. Geometry starts disappearing towards the edges of the viewport.
4. I guess this makes sense, but the component seems to be affected by temporal anti-alias, meaning that it looks terrible while we're moving around.
Versions I'm currently using:
Unreal 5.6.1
Noesis: 3.2.10
What's the status of this feature? Is there any extra setup that needs to be done? Documentation for this is almost non-existent and I couldn't for the life of me find the right version of Unreal to use for the sample. 5.3.1 didn't do the trick.
Thanks in advance
Edit: I posted this from my personal account but I work for a licensee and have access to Noesis 4.0.0 pre-release.
Re: World UI Component issues
Could you please share more details about the issue you are encountering with the WorldSpaceUI sample? I’m currently testing the 3.2.10 plugin on UE 5.6, and everything appears to be working correctly on my end.
In this sample, different components are Z-sorted every frame using the ZIndex property:
For proper occlusion behavior, you’ll need to split the UI into multiple components. Within a single component, sorting occurs back-to-front following the XAML order (though you can override this by adjusting ZIndex manually).
Also, please note that WorldSpaceUI is affected by camera post-processing, including Unreal’s anti-aliasing techniques.
In this sample, different components are Z-sorted every frame using the ZIndex property:
Code: Select all
int32 ZIndex = (int32)CameraForward.Dot(Transform.GetLocation() - MonoLocation);
Element->SetValue<int32>(Noesis::Panel::ZIndexProperty, ZIndex);
Also, please note that WorldSpaceUI is affected by camera post-processing, including Unreal’s anti-aliasing techniques.
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- ivodopiviz
- Posts: 9
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Re: World UI Component issues
Hi, sorry for the confusion with the samples, I think I was trying to open a very old version I had lying around. And thanks for the clarifications, regarding sorting and post-processing.
However, I still think there's something weird going on with culling: It seems to be very broken towards to bottom and right side of the viewport: Top seems to look correct, bottom is already removing components even far from the edge. Similar case with left / right: Left looks correct but towards the right of the viewport we're already missing components.
However, I still think there's something weird going on with culling: It seems to be very broken towards to bottom and right side of the viewport: Top seems to look correct, bottom is already removing components even far from the edge. Similar case with left / right: Left looks correct but towards the right of the viewport we're already missing components.
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- ivodopiviz
- Posts: 9
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Re: World UI Component issues
I'm still unsure why I was getting z-order issues: the screenshots are from two instances of a cube BP with a noesis world ui component each. As far as I understand, that should sort correctly.
Re: World UI Component issues
I am unable to reproduce the culling issues. Could you please confirm if this is our sample without any modifications? Any additional information on how this sample is executed (I tried both in the editor and standalone) would be helpful.
Regarding the z-order issues with your planes, could you place those XAMLs in our WorldUISample and confirm that they work correctly there (with no z-order issues)?
Regarding the z-order issues with your planes, could you place those XAMLs in our WorldUISample and confirm that they work correctly there (with no z-order issues)?
Re: World UI Component issues
Hello!
We tested with ivodopiviz here using either unreal noesis studio latest beta and NoesisGUI-UE5.6-3.2.10-Indie and didn't do any modification and just ran the WorldUI Sample. the issue seems to happen on Right and bottom side of the viewport, the culling doesn't cause issue if the element goes on top and left corners.
I tried to upload a gif of the issue but it seems that it doesn't allow upload of them. I have created a bug ticket to be able to upload them : #4706
We tested with ivodopiviz here using either unreal noesis studio latest beta and NoesisGUI-UE5.6-3.2.10-Indie and didn't do any modification and just ran the WorldUI Sample. the issue seems to happen on Right and bottom side of the viewport, the culling doesn't cause issue if the element goes on top and left corners.
I tried to upload a gif of the issue but it seems that it doesn't allow upload of them. I have created a bug ticket to be able to upload them : #4706
Re: World UI Component issues
Thanks for the ticket, we have been able to reproduce the problem.
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- ivodopiviz
- Posts: 9
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Re: World UI Component issues
update on the z-order issue for whom might need it. somehow, the rotation on the component ended up flipped and I didn't notice. the translation gizmo would be correct:
but the rotation one wouldn't:
there was no obvious issue while checking the properties. re-creating the component did the trick. very strange issue.
Re: World UI Component issues
Thanks for the update! We also fixed the culling issue (#4706)
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- ivodopiviz
- Posts: 9
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Re: World UI Component issues
Yes, and it works great now. Thanks :)
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