Custom HUD stops Particles rendering in fullscreen (F11)

I created a new HUD blueprint, inside it is this code:

The Widget it is trying to create is here:

I’ve set some of those bars to hidden and have the widget play an animation on BeginPlay (With a 1 sec delay) this is so the NEW EVENT slides in smoothly.

The adverse affects it has on particles are strange, It causes particles to not render correctly in F11/Fullscreen mode with the HUD enabled and active.

Below is an image of my character respawning with one of the UE4 default particle emitters:

However in fullscreen this happens:

It was hard to capture the shot so ignore the fact my character is missing, because that’s part of the code.

Here is a shot of the particle too:

This only happens when the Event Begin Play exec is connected to the AddWidget/SpawnWidget, otherwise it runs fine.

What is causing this?

Hi,

Can I get some feedback regarding this issue, as what i have also noticed is that the side of the screen creates a blur/smudging/light bleed issue just like this Top Down game, mentioned here: [4.7] F11 Fullscreen editor border black / white - Platform & Builds - Epic Developer Community Forums

This happens on the top while mine is on the Left, so I assume this is an issue persisting in the engine that is also related to the fact my particles don’t show.

This issue dissipated for a short while but has returned and brought the particle problem along with it.

I’m having a similar issue. My particles work perfectly in a window, but as soon as I go fullscreen, they break. Like, if I go fullscreen with particles active, they’ll suddenly freeze. While fullscreen, particles will either not spawn, or spawn way out of place. Going back to the default HUD solves the problem completely.