When a UV Offset is applied in a RetainerBox effect material, visual artifacts appear only in the editor — not at runtime — if a widget with a dotted preview outline (like CanvasPanel) is placed directly under the RetainerBox.
This artifact becomes more noticeable when the texture sampler’s wrap mode is set to Clamp. A RenderDoc capture confirms that the dotted preview lines are captured in the RetainerBox’s offscreen render target and then get dragged visually due to clamped UV sampling.
In-game rendering works as expected. The issue appears to be tied to the editor’s preview system and how it renders widget outlines during offscreen rendering.
1. Create a blank project.
2. Create a new Widget Blueprint.
3. Add a RetainerBox, then place a CanvasPanel as its child.
4. Create a new Material.
5. Add a TextureSampleParameter2D node with Parameter Name = "Texture" and Sampler Source = Shared: Clamp.
6. Apply a UV offset to the sampled texture (e.g., add (0.5, 0.5) to the UVs).
7. In the Widget Blueprint Editor, set the material as the RetainerBox’s Effect Material.
8. Assign a texture to the "Texture" parameter, and ensure Show Effects in Designer is checked.
You see a weird striped pattern on the screen.
You can use the attached repro project. Download and open it then open the Widget Blueprint from the content browser.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-273723 in the post.
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Component | UE - Editor - UI Systems - UMG |
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Affects Versions | 5.5 |
Target Fix | 5.7 |
Created | Apr 22, 2025 |
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Updated | May 7, 2025 |