HUD Canvas and UMG misalignment
I have an old HUD Canvas that I'm trying to create mouse support for. I'm overlaying UMG buttons at the coordinates of all relevant buttons and whatnot provided in the C++ source code for the Canvas.
This all works out great, but problems occur when the Aspect Ratio changes.
Apparently, when you change the aspect ratio of a window (e.g. resizing), UMG will take into account the entire window for recalculating its anchors... whereas Canvas will auto-adjust to maintain its aspect ratio and then use that new top-left corner as its (0,0,0) for anchoring purposes.
So UMG will base its anchors on the actual window size, whereas Canvas will base its anchor (i.e. the top left corner) on the new, auto-centered viewport.
This misalignment is unfortunately causing my overlay buttons to adjust incorrectly as we resize the window or change its aspect ratio for new resolutions.
What adjustments can I make to my UMG window to account for this?
asked Dec 07 '18 at 08:11 AM in C++ Programming
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