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Widget cuts out midway through right eye on Vive

Widget added to screen is visible in top of left eye but clips out midway through the right eye on the horizontal axis, and near the bottom on the vertical axis.

To repro:

Create a widget. Set the widget resolution to 2160 wide by 1200 high. Put some stuff in the widget so the clipping is noticeable. A solid color fill will work. Create a player blueprint. Add widget to player screen or player viewport from begin play in player blueprint. Play in VR preview. Observe that the widget does not fill the screen.

Product Version: UE 4.16 Preview
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asked May 22 '17 at 02:23 PM in Bug Reports

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BlackFangTech
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Hello BlackRang666,

This is working as intended. The intended work flow is to use a widget component to create 3D widgets when dealing with widgets for VR. I have provided documentation below. I hope that this information helps.

3D Widgets Docs: https://docs.unrealengine.com/latest/INT/Engine/UMG/HowTo/Create3DWidgets/

Make it a great day

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answered May 23 '17 at 02:11 PM

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Rudy Q ♦♦ STAFF
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avatar image BlackFangTech May 23 '17 at 03:54 PM

I am familiar with how widgets work.

This is for a HUD. Rending it on a widget component attached to the camera causes it to become misaligned when the player changes the orientation of his head quickly.

To clarify, you are stating it is intended behavior for widgets added to the screen to arbitrarily not render in the bottom and right of certain screen resolutions?

avatar image Rudy Q ♦♦ STAFF May 24 '17 at 04:39 PM

I was not very clear, when I said that it was working as intended, simply meant that it is not intended work flow to add screen space widgets directly to the viewport on the HMD. However, I have written up a report. I have provided a link to the public tracker. Please feel free to use the link provided for future updates. As a side note you could look into using the stereo layer achieve the same result.

Link: https://issues.unrealengine.com/issue/UE-45373

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