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Getting screen resolution independent swipe/drag distance

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    Getting screen resolution independent swipe/drag distance

    I'm building a very simple basketball game where the player will launch a basketball based on a swipe/drag. I can get the start and end point of the swipe, as well as the time it took to complete. I use distance over time to get the speed and use that value to build a vector to launch the ball.

    The problem I have is the following:

    On a device with a resolution of 1280x720 the pixel distance of the swipe is different than on a device with a 1920x1080 resolution. On a device with a higher resolution, the player would have to do a much shorter swipe.
    What I would like to do is get the screen resolution so I can divide the pixel distance by the screen height. That way it would work the same for any resolution.

    So my question is:
    • Is there a way to get the screen resolution at runtime? The Viewport Size node only works in-editor.
    • Is there another or better way to get a resolution independent solution?

    One thing I haven't tried but will give a shot is:
    • Parent a collider to the camera
    • Get the world space coordinates from the screen space location of the begin and end of the swipe
    • Use that distance to do the rest.

    I'm guessing that way it would also work on any resolution, but somehow seems a bit hacky?

    there are some sort of scale, i cannot find it in google and dont have acess to engine
    but, as far as i remember, it should help, type "get scale" into context menu in any widget bp


      Yeah both Get Viewport Size and Get Viewport Scale are in-editor only unfortunately

      I somehow get the feeling that this is way more difficult than it should be.


        Sorry but i dont understand what is editor only, packaged build wouldn't work with those nodes?


          Yes, exactly. That's how I interpret it anyway...

          Click image for larger version

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          Last edited by nielsvaes; 12-20-2015, 03:36 PM.


            you wrong, i saw this line, have no idea what it means and why it's there, but half of widget nodes has it.


              Yeah you're absolutely right, just did a little test build on a device and it reads just fine.

              Thanks for pointing that out