CentOS 7: Marquee selection in top, side, front views partially broken

Branch: Source build from Git.

Build version: Using Version: 4.7.6-0+++depot+UE4-Releases+4.7 on a fresh installation of CentOS 7 using KDE.

Note: Appears to be a problem with CentOS 7, but not Ubuntu. Cannot repro this bug in Unbuntu-based distributions.

Issue: Marquee selection boxes will only work in front, side, or top viewports in a very small section of the window. The selection box is generated in the same place every time, so if you want to select something you have to pan the screen to get it into the ‘active’ selection area - making selection or manipulation of objects often a hit-or-miss affair. You can select stuff in those views, but it is very difficult and kind of hacky.

As noted, this doesn’t appear to be a problem in Ubuntu. Selection works just fine there using the same build on the same hardware.

Repro steps:

  1. Build Unreal Engine from source on CentOS 7.
  2. Start Unreal Engine 4 Editor
  3. Make a scene
  4. Change window view to top, side or front.
  5. Try to drag-select an item.

System Specs:

MoBo: Asus H97-PLUS HDMI
CPU: INTEL|CORE I3 4160 3.6G nVidia GeForce 580 GTX 3 Gb
RAM: DDR3 12 Gb
Drive: 250 Mb SSD

Perhaps more a problem of a desktop environment/wm than a particular distro. Could you try this on KDE?

Hi, RCL. I am currently using KDE Plasma 4 with CentOS 7. I suppose I could switch to Gnome 3 (heavy sigh) and give that try.

UE4 is pretty stellar on Kubuntu 15.04 with KDE Plasma 5, BTW. I don’t have this problem at all there. Maybe it is a KDE Plasma 4 thing. Guess there’s really only one way to find out.

Might be :confused: You can try XFCE too.

Well, so far no luck. I tried both Gnome 3 and Cinnamon and the problem persists on all three DEs on CentOS 7. So, I don’t know what to think now. Everything else in UE4Editor seems to work fine on CentOS 7…except that I had to open port 6666 (UDP) to get Lightmass to work, whereas I didn’t have to do that with Kubuntu. Once I made the firewall change on CentOS, Lightmass worked great.

Very puzzling, this marquee selection thing. Wonder if there is a setting in CentOS that affects that behavior that I don’t know about. Seems kind of like a long shot, but I’ll poke around.

The other difference might be that xorg/etc headers are different than ones we built the bundled SDL library against, although this seems unlikely given that we use pretty old ones in our builds. Still, could you try rebuilding the bundled SDL locally (I am not sure whether you did that as a part of the process or not) on your CentOS machine using Engine/Build/BatchFiles/Linux/BuildThirdParty.sh -b SDL2 ?

I got a successful build using BuildThirdParty.sh -b SDL2, but, unfortunately, that didn’t take care of the problem. Looking at the behavior more closely, what I’ve noticed is that if you go to a quad-pane view, you don’t even get the marquee - and the mouse will instantly jump to the center of the screen. If you toggle back to a single pane view in either front, top or side, the marquee returns, but the locational positon of the mouse/cursor jumps to the center of the screen, no matter where you click.

Thanks for the suggestion, RCL. Really appreciate you helping me with this.

Actually, let me update that previous statement about what happens in the quad-pane…you can’t see the marquee in the upper left or right panes, but you can see the marquee in the lower left and right panes. But the marquee still wants to start in center of the screen. Hope that makes sense.

That resembles a problem with relative mouse movement, but I am not sure why that it would be distro-specific. Will need to take a closer look.

Happy to report the issue has gone away with Unreal Engine 4.8. I pulled source and built it today and the marquee selection works like it does in Ubuntu and Mint. Everything is kosher. Thank you for addressing this!