Dynamically set widget position on canvas panel?
I have been using SetRenderTransform and AddToViewport on my context menu until now, which pops up wherever you hold the right button. The problem is that there is nothing to stop the menu from extending beyond the viewport limits. I tried to clamp the render transform using the widget's DesiredSize, but it's always zero.
Then I figured it might be best to attach the menu to a "global" canvas panel filling out the whole screen and enable "Clip To Bounds" on it, so the whole thing is handled automatically. But no matter what I do, the menu always shows up on the very top-left corner.
How can I position it at my original render transform?
asked Oct 20 '18 at 12:34 PM in Using UE4
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