I didn’t see that this was logged anywhere so I thought I’d mention it.
If you add an image and rotate it near the parent widget’s edge, parts of the image start to disappear while other parts draw beyond the boundaries of the parent widget. It probably has to do with an algorithm forgetting about rotation and all the travesties that brings. Seems like a simple enough fix though this is coming from an amateur programmer. Below I’ve captured some screens from my environment, which contains a nested Canvas Panel with a series of images contained within.
Moved to a new position very close to the border of the panel, showcasing the bug in question. I suppose the real question is if this is functioning as intended.
You’re correct, the current status of this issue has not been changed to fixed as of this time. However, I assure you that the developers are looking into problem. Please keep in mind that there are many factors that go into the resolution of an issue and any one of these can delay the progression/implementation of a solution.
It would be really awesome if people who are experiencing this problem could upvote the issue in the issue tracker to help let Unreal know that we’d love it fixed!
Voted.
I’m struggling like a donkey to work my way around a similar problem.
I have created some kind of tooltip using UMG to display what the player is looking at, and I wanted to rotate the picture based on the model rotation. Simple enough, right? but the problem I have is if I do that, the VerticalBox doesn’t account for the rotation (Size To Content option should make the box resize automatically). The picture is either cropped or out of the canvas. Also, the other elements aren’t adjusting accordingly.
This bug is a pain.
Can’t believe such a major issue is ignored for more than two years. I can’t work around this problem and whole my user interface implementation is blocked.