Build Type: ‘Binary’ build from the Unreal Launcher.
Build version: 4.12.5
Detailed description of the issue: (The issue is occurring with default third person project settings, not only with my custom project.)
Suppose we have 2 players(local player):
- The viewport area of P1 and P2 is inverse between my android phone(Xiaomi 2s & Nubia z10) and PC editor, but the UMG widgets are the same position(I add them to P1 screen.), so the widgets is wired on phone.
- I manually change the FPerPlayerSplitscreenData in GameViewportClient.cpp to solve the first problem, but the touch input area(I test it using overlap event on actor) of P1 and P2 seems not change(Not sure, but definitively WRONG).
Code:
void AThirdPersonMobileCharacter::SetViewport2(float a, float b)
{
UGameViewportClient* ViewportClient = GetWorld()->GetGameViewport();
ViewportClient->SplitscreenInfo[1].PlayerData[0].SizeX = 1;
ViewportClient->SplitscreenInfo[1].PlayerData[0].SizeY = a;
ViewportClient->SplitscreenInfo[1].PlayerData[0].OriginX = 0;
ViewportClient->SplitscreenInfo[1].PlayerData[0].OriginY = 0;
ViewportClient->SplitscreenInfo[1].PlayerData[1].SizeX = 1;
ViewportClient->SplitscreenInfo[1].PlayerData[1].SizeY = b;
ViewportClient->SplitscreenInfo[1].PlayerData[1].OriginX = 0;
ViewportClient->SplitscreenInfo[1].PlayerData[1].OriginY = a;
}
- When you change the viewport data(split scrren data) of 2 players but not fill in all the window size(for example, use above function : SetViewport2(0.7, 0.1)),wired thing happens(wrong render result), but work well on PC editor. Also not work on one player condition.
P.S. All above works fine on IOS.
Screenshots/Link to video: None.
Repro Steps: See Detailed description.
System Specs: xiaomi: Xiaomi Mi 2S - Full phone specifications
Attachments: None.
(´;ω;`)
Thanks in advance.