[4.12.3] HUD elements drawn at wrong positions in VR

Hi there,

I use the drawRectangle() method in the HUD class to quickly fade to black, show a single-colered background, fade-over-white etc. I simply draw a white rectangle over the whole screen (and change it’s alpha with a timeline).

But since 4.11 (?) I just can’t do that anymore. No matter what values I enter, the rectangle just doesn’t fill the entire screen.


(I used negative values for the top and left starting point to make sure the rectangle really filles the screen which didn’t work with 0,0 in the past, but since 4.11 even this doesn’t work anymore).

It seems like the size of the bar on the right and bottom correlates with the current pixel desity (hmd pd XX). The higher the PD, the bigger the bar…

Er, hello…? :slight_smile:

I use camera fade track for fade in / out.

AFAIK that does only work with black (I need to fade over white). And it’s no solution for showing 2D icons on the screen while the screen is faded out (like a ‘Look forward and recenter’-screen).

Currently i don’t know solution for 2d (hud) drawing in VR mode =(

Btw. In the Shooter game from Epic, you can see hud (in game, not main menu) with 2d icons, texts, etc… It’s working well with VR and UE 4.11. Hope it’s help for you. Hud on C++

shooter game 4.22 - hud vr works on the one eye