sarkawt909
(sarkawt909)
November 12, 2015, 1:11am
1
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 was using UE4 4.9.2, i moved to 4.10.0 (total blueprint project)
i used forward render override as mentioned in the 4.10.0 release note
i didn’t touch the device profiles for androids, as they seems perfect as far as i understand them
result on my testing devices (One plus one) (HTC one) are ok
results on 2 of my beta testers (Huwawi ALE 121) (Wiko Darkmoon) are still the same “Bad scaling”
as Samantha Sutton asked for in another question:
here is my widget blueprint:
-as you might see in the photo i changed the anchor of some of the Canvas Panels to “fill” hopping it will make a difference but nothing changed
at construct i call couple of events for loading save game and activate or deactivate elements of the menu such as button and so…
thanks in advance
Hello
I have a few questions for you that will help narrow down what issue it is that you are experiencing.
Quick questions:
Can you reproduce this issue in a clean project?
Do you know the exact devices that are experiencing this issue?
Could you provide the current version of OS that is running on those devices?
Could you provide a detailed set of steps to reproduce this issue on our end?
sarkawt909
(sarkawt909)
November 15, 2015, 4:40am
3
hello Rudy,
thanks for your answer, i did as you have requested.
i started a new project in UE 4.10, blank blueprint project,
I created two Levels (one for Main menu, and the other one as first level)
i just created a widget with 4 buttons and a background Image, all the 4 buttons open the first level
and at MainMenu level Blueprint, i create the widget and put it to view port at begin play of the level
but i still have the issue
my ■■■■■■ devices:
(1) Huawei ALE-L21, Android Ver: 5.0.1
(2) WIko Darkmoon, Android Ver: 4.2.2
here is a screen shot:
you can also get a copy of my project to test on your end:
https://drive.google.com/file/d/0B_qiXs9sEmI8ODdXOEo0dE0zN0U/view?usp=sharing
regards
sarkawt909
(sarkawt909)
November 14, 2015, 12:03am
4
Dear Rudy
thanks for your recommendation
i couldn’t reproduce the issue in new UE4 4.10 project
so i just made a new Widget blueprint and the issue went away.
perhaps something i did at the beginning or some error in migration
thanks again