UMG UI Offset on First Launch

Hey guys,

Been trying to get my mainmenu to load correctly, but seem to be running into a dead end.

When I first launch my game, the menu displays correctly, but the buttons dont seem to line up.

For example, If I put my mouse over my level select button, nothing happens, but if i move down and to the right by about 2 inches, i get the roll over. and can click, but visually I am clicking on empty space.

but once I have been in a level, and go back to the main menu, it all works perfectly

Tried putting it through a blank lvel first on first launch, incase it was just a loading issue.

This solves it, but only like 10% of the time

Is there anything I may be missing?

I have attahced an image Main Menu Level blueprint,
If anything else is required, let me know

Have you tried setting resolution before adding widgets?

As in having the setres command happen first in the BP?

Yeah, had that at the end, then put it at the start, even had it at both ends at one point as well, but same issue, doesnt work on initial boot, but when going back to the main menu level after being in a playable level causes the widget to display and fuction correctly

This is a VR Project, where the main menu is intended to not be in VR, and sellected with the Headset off, usnure if this would affect the UI on launch, as I do have “start in VR” checked on, will give it a go with that unchecked and see what happens

I’m unfamilar with VR but do tell if you discover something.

Seems to be, if I have the “start in VR” unchecked, and use the console Commands ‘vr.bEnableHMD False’ and ‘vr.bEnableStereo False’ on the mainmenu, and and just set them to true on the playable level blueprints seems to solve it, will keep testing it to see if this is a 100% solution :slight_smile:

Cool, thanks for updating it. You might as well be the first ever to run into this. Out of curiosity, how does 1280x720 translate into the resolution of the device you’re using.

Is this a native resolution of each display?

the 720 is just a test for now, my monitor is 1080p, but works well on both.
It does not seems to affect the resolution within the HMD itself though, only think I have come across that seems to actually affect the HMD is the pixel density.

This might be a stupid question but is pixel density a form of up/down scaling then; bringing the whatever resolution up to the native res of the HMD?

Knowing how incorrectly set DPI scaling can wreak havoc across the UI that is not anchored properly, it might be worth checking in case you run into additional issues.

The curve is in the Project Settings → User Interface

Good luck with the rest.

I think it may be, I am not actually 100% sure,

It does make the view within the HMD much more crisp or blurry depending on the setting.
WIll take the Pixel density command out of the Mainmenu level BP, and see if that does anything

I will also look into the UI anchors, That very well could be one of the issues