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Get the device resolution

Is there a way to acquire the mobile device resolution using blueprints?

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asked Nov 19 '14 at 12:57 AM in Blueprint Scripting

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SpaceKnot
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avatar image trutty Mar 10 '15 at 03:35 PM

Did you figure out a solution so far? I am having the same problem. Looking into the TappyChicken project, they do it with the GetViewportSize node (see image; I just launched the game on mobile and printed out the dimensions - it works). Maybe this helps. However, when I use this node, I only get 0 for the viewport size and I don't know why.

TappyChicken Camera Setup

Update:

omg I just realised that the TappyChicken solution works because they use a Delay node with 0.2 seconds before using the GetViewportSize node. Did this in my project as well and now it works. Although this isn't a satisfying solution for me..

avatar image Two-faced Dec 20 '17 at 08:03 AM

HUD is not existed. As well as many classes at begin play timing.

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3 answers: sort voted first

Have you tried get Viewport size in the player controller? Not sure about mobile but it works on PC

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answered Nov 19 '14 at 05:40 AM

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Justin.Dooley
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Hi!

Get Viewport Size in player controller not work on mobile. If you need get real size of screen resolution, use Event Receive Draw HUD

https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/Events/index.html#eventreceivedrawhud

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answered Nov 19 '14 at 01:59 PM

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svv3dUDN
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avatar image SpaceKnot Dec 04 '14 at 01:24 AM

I am running into a strange issue. First I am using a kindle fire which has a resolution of 1900x1200. However it is drawing at 1152x720.

I am using Event Receive Draw HUD to create buttons and hit boxes. I am placing them by dividing by 2 as shown in the link. The buttons are drawing using the dimensions 1152x720. However Event Receive Hit Box Release is being triggered when touching the center of the tablet (1900x1200).

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answered Mar 13 '19 at 09:24 PM

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needforgrib
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