(UMG)Large Image Widget got clipped

Hi guys

I’m working on building a 2D world in a blueprint-only project, and have spent almost a day on this problem without any solution yet.

I intend to implement a large world background by using one single Image widget, for example 6400X6400 background. However, when I tried to set its render translation or render scale, it’s always looks like get clipped by the viewport.

It could be done by using many UserWidgets, and tile them in blueprint scripts. But it cost much more performance than the single Image Widget method, am I right?

I’ve search a lot in AnswerHub, and tried many times, still can’t figure it out.

This is how I intend to use/move the background.

The above pic shows how I create the Image Widget, and the following pic shows the Init Game details in the above pic.

Thanks

I just checked in 4.8, still have this problem.

I want to upload all the files here, including a level BP and 2 UserWidget, It’s pretty simple but not permitted.

Maybe I have done sth wrong, or missing some posts. Whether anyone could help me out or not, I am still great appreciate. UE4 is open and great!

Sorry for my poor English:)

Problem solved, use Set Position instead of Set Render Translation.
Stupid question, - -#

Moving is ok, but scaling failed again.

I’m going to create many widgets, place them in the viewport, tile them by set render translation

Typically people use 2d sprites in the 3D world to create a 2D game. Doing the entire thing in UMG seems like it will be incredibly difficult for little gain if any. Is there a reason you don’t use something like paper2D? In this way your background would simply be planes in the editor, easy to manipulate through code and hand place if needed.

Probably there’s little example to show how to use paper2D to contruct a grid-based game world, it didn’t come up as an option.
I’ll try this way, thanks a lot for reminding me!