Scaling all Menu HUD elements based on screen resolution

Whenever you draw elements on your HUD, don’t supply a direct location (e.g. 500, 500). Supply a location that is proportional to the screen’s size instead, e.g. (0.5 * SizeX, 0.5 * SizeY). SizeX/Y come in the Receive Draw HUD event.

If you use them for everything on HUD drawing, then everything will show up, no matter what resolution you use.

Hi, is there a way to scale all HUD elements based on screen resolution? I tried the Scale To Ratio function, but when I change the viewport size, all Menu HUD elements are going in the wrong position.

Thanks, but in which way can I convert an absolute value (for example 500, 500) to a relative value (for example 0.5 * SizeX, 0.5 * SizeY)?

Yes, but in which way I can scale the Width and the Height for a texture?

Ok. Thanks for the help. I made a function to do this automatically.