As the title says. Brushes set to “Box” properly scale up along UI scaling when you select different preview screen sizes, but brushes set to “Border” always render at 1:1 pixels.
Hello ,
I will be more than happy to assist you, however I will need additional information.
Quick questions:
- Can you provide a screen shot of the issue you are having?
- Can you explain further what it is you mean by setting your brushes to “Box” and “Border”?
- When you say preview screens are you referring to the resolution drop down?
- When you say that it scales 1:1. Do you mean according to screen size, original image size, preview screen size, or other?
- Can you explain what you mean by proper scaling and what the expectations of proper in tell?
Any additional information you can provide would help to narrow down the issue you are having.
Can you provide a screen shot of the issue you are having?
The Image on the left has the brush Draw As set to “Box”, the one on the right uses “Border”. Both use the same texture and margin settings. I have an UI scaling curve set to 0.9 at 768 and 1.8 at 1536.
Can you explain further what it is you mean by setting your brushes to “Box” and “Border”?
It’s the “Draw As” setting:
When you say that it scales 1:1. Do you mean according to screen size, original image size, preview screen size, or other?
Brushes with Draw As set to “Border” seem to always draw at 1:1 pixels to the screen. Even zooming in/out in the UMG editor is enough to view the problem: the border ignores the zoom and always renders its brush at 100% scale. The same happens if you wrap it around a ScaleBox: the Image size changes, but the border brush always keeps the same size relative to my monitor.
Hello ,
After reading through the additional information I was able to reproduce this issue. I have submitted a report to the developers (Jira UE-4630). Thank you for the information that you have provided to help bring this problem to our attention.
Any news on this? This is still happening as of 4.9.2. It makes the “border” “draw as” setting unusable on mobile, where dpi scaling is absolutely necessary.
Hello manoelneto,
I went ahead and double checked on this issue for you and this issue’s status has not been updated to fixed as of yet. However, I will be sure to bump up the community interest for this issue.
Make it a great day
Anything as of 4.10? I’m having the same issue.
Hello Turknor,
I went ahead and double checked on this issue for you and this issue’s status has not been updated to fixed as of yet.
Make it a great day
Hello RMMedia,
There was an update, the customization for the FSlateBrush to automatically keep the margins set correctly. At most they can allocate 0.5 across all values, if left is 1, right must be 0, if top is 1, bottom must be 0. If you attempt to set them all at once, by setting margin to just 1, it will fallback to 0.5 or all of them. I hope that this information helps.
Make it a great day
This is still an issue as of 4.13, is this expected behavior? Does a work-around exist?
This is still an issue in 4.17
This is still an issue in 4.19. How to use border Brush then if in 4K is twice bigger than in 2K?
I can’t believe borders are still unusable in 4.19.2, even just zooming out makes them larger and larger.
This is still an issue in 4.22. Border drawing is flat out ignoring DPI scale. The issue UE-4630 was marked as “wont fix”. Unbelievable.
Not an ideal solution but below worked for my situation. Like with a lot of UMG stuff, slapping more scale and size boxes can sometimes do the trick:
before:
- Border (that is display at 1:1 pixel ratio to the original image but we want to display smaller)
-- Image/whatever
after:
- Canvas Panel (Anchors: fill parent size)
-- Scale Box (Stretch: User Specified {desired image size divided by actual image size}, Anchors: fill parent size)
--- Size Box (Min desired width: {actual image size}, Min desired height: {actual image size}, Anchors: fill parent size)
---- Border (Anchors: fill parent size)
-- Image/whatever
If you’re familiar with UMG you may be more familiar than I am and notice some things in the above solution that aren’t necessary (or that I accidentally missed?). This is just to point folks in the right direction so there is something somewhat usable on this post
hope this helped
This is still the case in 5.3. Just to be clear, it’s just when you zoom in the editor. It makes working with 9 sliced textures a bit cumbersome, as it’s not WYSIWYG. It’s not reflecting the size on the canvas, rather it’s showing it as it’s rendered.
The fix would be to render it in 1:1 as it does now, THEN scale the result based on your zoom.