[4.17] How to prevent scalebox scale flickering?
Ive made a UserWidget "DataPanel" which uses a scalebox within which Ive placed a VerticalBox with 4 Text widgets.
I dynamically spawn this "DataPanel" into a Canvas widget of my main menu, and then set the anchors to (0,0,1,1) so "DataPanel" fills the whole canvas.
The "DataPanel"'s Event Tick checks its set variables and then changes the text of the Text widgets within the VerticalBox to match those variables.
For the first moments the "DataPanel" appears to be scaled to be too large for the Canvas widget of my main menu, but then quickly scales to the right size. This gives the appearance of the "DataPanel" flickering before settling into position. The text in the "DataPanel" is the same both before and after the flickering.
How can I ensure the scalebox is scaled to the right size immediately?
asked Apr 04 '18 at 05:30 PM in Using UE4
I figured it out, and Im facepalming at myself right now.
Move all the changes that would result in a resizing of the widget into a single function node. Call that function node in the same function that has the "create widget" node that creates the widget, immediately after it does so. It is important to make sure the any variables that might result in resizing the widget be set BEFORE the Initial Resizing Node is called.
answered Oct 06 '18 at 07:51 PM
Same problem in 4.18, any solution?
answered Sep 04 '18 at 08:37 AM
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