Achor and pivot of widgets set in different places?

Hi,

Can anyone tell me how I can centre the pivot of a Blueprint Widget when it’s used as a component of another blueprint? I set the anchor point to the centre but when I bring the widget in to an blueprint the pivot is set to the top left corner.

Many thanks,
~D

Hey.

No one knows about this? I’m trying to align some control tool tips in game and it’s a real pain without being able to align them from the center.

Hello InMind,

I was unable to reproduce this issue on our end. I have a few question for you that will help narrow down what issue it is that you are experiencing.

Quick question:

  1. What version of the engine are you using?
  2. Can you reproduce this in a clean project?
  3. If so, could you provide a detailed set of steps to reproduce this issue on our end?

Note: I tested this issue in the 4.7.5 version of the engine

Hi Rudy,

Thanks for your response.

I’m using 4.6.1 and tried it in a fresh project.

It’s easily reproduced 100% of the time. I hope the attached image is a clear enough step by step guide.

  1. Create a Widget Blueprint and open it.
  2. Add an image.
  3. Change the resolution to custom (100 x 100).
  4. Select an centrally aligned anchor (I’ve tried both the circled ones in my image).
  5. I link to an image here.
  6. Create a new blueprint.
  7. Make it an Actor.
  8. Give it a scene component.
  9. Add a widget component and link it to the one you made in step 1.
  10. See how the pivot for the widget (and the blueprint overall) is aligned to the top left corner of the widget rather than centred.

That should cover it.

Cheers,
~D

Hello InMind,

I misunderstood your original post. Anchor points do not have any sort of direct correlation to pivot points. Anchor points are purely for making sure that the 2D widgets are placed correctly on screen. The pivot point that is generated is for the plane that the widget is applied to. That being said, the pivot point has been moved to the center of the plane in later versions of the engine. I tested this in 4.7.5 and this is the case. Another thing you could try as a workaround is putting a scene component into your 3D widget blueprint as a parent of the widget and then move the widget component relative to the scene component inside of the components tab. This will effectively offset the widget component. I hope that this information helps.

Make it a great day

That’s great, thanks Rudy.