[Bug (v4.3)] Widget Reflector -UI scaling issue.

After setting Windows->Developer Tools->Widget Reflector->Scale=[1.5] the ability to pick actors in the viewport is adversely affected.

If I want to select an actor on screen I have to (in my case) click roughly 1.5m off to the right of the object.
(I don’t know if the ‘1.5’ is coincidental).

The scaling also distorts material graph wires when dragging to connect nodes together.
You can still perform the link, but the dragging-end of the wire is around
5 cm from the mouse cursor instead of being at the arrow-cursor tip.

1 Like

Hi Ash22,

Thank you for your report. There is a report for the issue with the Widget Reflector causing problems with distorting locations/hitboxes. Our Slate programmer is aware of this issue and will be working on it in the future.

Thanks,

In the meantime (until this issue is fixed) is there a particular Windows font that UE4 editor (File menus, Content Browser, etc) uses that I can replace/hack for a bigger/bolder font? I know it may not fit the UI perfectly but I have to find a temporary solution for now.

At screen resolution 1920x1080 text is crisp but tiny. If I try to lower my screen for bigger text it becomes slightly blurred. Widget Reflector (set to 1.5) was ideal for me, but can’t be used for reasons stated in original post.

Unfortunately the Slate team does not have an easy fix for scaling the editor’s font. It would generally cause spacing issues/broken menus. There is some good news, our Slate team is testing a new hit detection function to help solve this type of issue. Thank you for your patience as we work to resolve this issue.

Is there a particular \Windows\Fonts*.ttf font that the UE4 editor uses?

So after some discussion, I think I have found a solution. You can replace the fonts in Engine\Content\Slate and Engine\Content\Editor\Slate. You can see the Engine folders in the Content Browser via the View Options. That is also where you will find the .tff files you are asking about.

You will have to go into the code to change EditorStyle to point to those fonts.

However, if you want to hack it without changing cpp, then you could rename the new fonts to the old font name. I cannot guarantee it will not cause some visual problems. Let me know if this helps.

Thanks .

It took a little trial and error but I found the font in question:
/Unreal Engine/4.3/Engine/Content/Slate/Fonts/RobotoRegular.ttf (well, the font used for the UI and ContentBrowser text).

Now I need to find a ttf font that is bigger than usual as I suspect the engine is using some extra small pt size by default.

You are correct, I’d rather rename/replace the font than recompile editor source code for every new release.

Pity you can’t simply change font size
in editor coughfeature
request
cough
!

I completely agree; The feature request has been added. Let me know if there is anything else that is making workflow difficult.

"Pity you can’t simply change font size in editor **coughfeature "requestcough!**

lol

You’re too fast on the pickup !

I deleted that line a minute after I posted it. :slight_smile:
I thought it would be asking too much. Good thing you caught it and submitted the request. Thanks :wink:

Hah, you just so happened to post at the exact time I was checking up on responses this morning.

I’m sorry for bringing this up again, but I couldn’t find anywhere else information about this issue. Is it somehow resolved? I have high trouble working with the Editor with my 15" screen at 1366*768.

Hi ,

This request is still in our system, but it is backlogged since we are currently devoting more resources toward new feature development. There is a work around where you can replace the font file manually to update your UE4 text though. More details for that workaround are in the thread.

I also have this problem in 4.7.2 , i`d like to use 1.5 scaling as i have a 24" 4k Monitor. Any news on when this will be fixed?

Hi ,

The developer working on this issue just left for vacation, but I have emailed him and asked about an update. Once we have more information from him, we can let you know. Thank you for your patience!

Hello again,

I have spoken to the developer who is in charge of this and was informed that UI scaling is not being supported. The widget reflector is being used as an easy way for us to test various features in the engine, but is not intended for normal use.

Are there any plans to support UI scaling in the future?

Hello

I believe that this would be covered under a known feature request. I have provided a link to the public tracker. Please feel free to use the link provided for future updates. A workaround that may be viable for windows 10 user would be to use the built in Windows UI scaling. I hope that this information helps.

Link: Unreal Engine Issues and Bug Tracker (UE-12607)

Make it a great day

@Q - Link is broken.

I’ve noticed when using the widget refector under developer tools to increase the size of everything in the editor, it causes a scaling issue in the blueprint designer. The anchors aren’t scaled correctly to the screen space, so they appear to be ‘floating’ above the designer grid. When you drag in the designer the anchors are now disconnected from the grid and zip around the screen (i believe the anchor drawing location isn’t scaled while the rest of the objects in the designer are, making it move faster than all the other drawn objects in this window).

While it still functions correctly, its impossible to visually see the anchors correct position if you change the scale inside the widget reflector. Do you guys already have a bug for this?