[4.9] Mobile ScaleFactor doesn't affects UMG

I’m testing 4.9 preview with my game.
I found that MobileContentScaleFactor doesn’t affect umg’s scale.
So Umg shows not correctly.

For example, when 0.5 is set to scale value Umg’s scale doesn’t correspond to it.

Hey ,

  • Does this only happen in 4.9 Preview, or does it happen in 4.8.3 as well?
  • Are you working out of the Epic Games Launcher or through GitHub?
  • What type of project is this: C++, Blueprints or Blueprints with C++?

In order to better assist you, could you please provide me a sample project or the .ini file where you’ve been able to reproduce this? Or, you can provide me step by step instructions on how to reproduce this issue, so this can be verified and entered into ?

Looking forward to hearing back from you, thanks!

It only happens in 4.9 preview. It works correctly in 4.8.3

I’m using through launcher(binary build)

My project is c++ based.

I just moved from 4.8.3 to 4.9 preview for testing.

Would you please provide the exact reproduction steps? Please be sure not to miss any steps because that could cause us not to be able to reproduce the issue.

Thanks!

hm, I don’t think there is a steps to reproduce.
Because I didn’t do nothing.

It seems to be related to DeviceProfile.
The android mobile I’m using is estimated Android-Low Device.
So, the engine chooses Android_Low DeviceProfile.
Android_Low Devices profile sets MobileContentScaleFactor to 0.5.

After setting MobileContentScaleFactor to 1.0, UMG also shows correctly.
I recommend you to look into the changes about MobileContentScaleFactor.from 4.8.3 to 4.9

Hey ,

Thank you for noticing that lower end devices cause the UMG scalefactor to be modified. There is currently a tasked in for this issue: UEEGK-271.

Please let us know if you have any further questions, have a great day! :slight_smile:

Is it fixed in 4.9 release?
It still affects UMG’s scale factor.

No, UEEGK-271 was not fixed in 4.9. It’s currently ‘unresolved’ and has a status of ‘in progress’.

Thank you!

i am facing the same problem with some devices , any news on this issue or what would be the proper solution for the time been ?

UEEGK-271 was resolved in the release of 4.9. Could you please explain exactly what you’re seeing and what version of the engine you’re in?

Thanks!

on some android phones, UMGs will not be scaled to the screen size, usually bigger, while during game play everything is ok , but when paused , the pause screen is bigger than the screen , so most of the buttons are out of reach.

i am using UE4 4.9.2 , lunch version, total blueprint project

normal main menu (screenshot) (one plus one “device”)

on huwawi:

Hey sarkawt909,

Please post your question in a new thread on AnswerHub, so we can get someone to help you with this issue. Please include whether or not you’ve attempted this on 4.10.0. You may want to include a screenshot of your UMG blueprint for further review.

Thanks!