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Why is UMG giving me an inconsistent bounding box?

Hey everyone,

I'm pretty new to UMG and I'm having issues with keeping track of the size of bounding boxes. Just when I thought I finally had a handle on it, I ran into the issue below:

Functionally, the same content is in both screengrabs, but unfortunately I'm getting a very different result from each text field. The incorrect example (the one with extra horizontal bounding box space) came from me removing that content from the nested structure that it was in. Is UMG holding onto values somehow? I have quadruple checked the settings in both text plugins and their parameters are identical.

Is this a common bug? If it is, is there a good workaround, or am I just going to have to start with a fresh text container when this comes up.

Thank you!

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Product Version: UE 4.20
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asked Dec 12 '18 at 01:15 AM in Blueprint Scripting

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BetterDavid
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Property editor have same values regardless of different size, which in canvas layout widget should be the same as bounding box. That indeed seem like a bug,go ahead and raport it

https://www.unrealengine.com/en-US/support/report-a-bug

Note that UMG is just blueprint frontend of Slate which is the UI system system of UE4 and originally was made for Editor but can be used also in game. What you really operating here is UMG widget which operates Slate widget on the screen. Because of that there potential that UMG widget properties may desync with Slate widget properties, which might be origin of this issue. Also in slate, layout widget is the one managing position of widget, and widget can only suggest the desired size, but layout widget has final say, layout properties also are managed by layout widget and when you move widget between them they might lose that data.

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answered Dec 13 '18 at 10:56 PM

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Shadowriver
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avatar image BetterDavid Dec 14 '18 at 05:22 PM

Interesting. Thank you!

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