In UE 5.3.2, I have a widget with the following hierarchy:
- Canvas Panel - Full Screen
- Scroll Box
- Canvas Panel - Item 1
- Scale Box
- Size Box
- Image - Item 1
- Size Box
- Scale Box
- Canvas Panel - Item 1
- Scroll Box
The (non-default) editor properties are:
Scroll Box
:Slot (Canvas Panel Slot)
:Anchors
:Minimum
: (0.0, 0.0)Maximum
: (0.2, 1.0)
Canvas Panel - Item 1
:Slot (Scroll Box Slot)
:Horizontal Alignment
: FillVertical Alignment
: Fill
Scale Box
:Slot (Canvas Panel Slot)
:Anchors
:Minimum
: (0.05, 0.05)Maximum
: (0.95, 1.0)
Size To Content
: Enabled
Stretching
:Stretch
: Scale to Fit X
Size Box
:Slot (Scale Box Slot)
:Horizontal Alignment
: Center AlignVertical Alignment
: Center Align
Child Layout
:Width Override
: 150.0Height Override
: 100.0
Image - Item 1
:Slot (Size Box Slot)
:Horizontal Alignment
: FillVertical Alignment
: Fill
What I want to do is, on the left 20% of the screen, there should be a column with a list of item widgets. Each item widget should have a percentage padding (5%) on the left, right and top sides. The aspect ratio of each item image must be preserved, which is 1.5:1. An item image must be shown as wide as possible, taking up all the space offered by the scroll box widget.
However, as you can see in the screenshot above, the item image is slightly clipped along the Y (vertical) axis.
I played around a bit to create the second widget in the scroll box which is more or less what I visually like to see. It is essentially the same widget except it isn’t inside a canvas panel and the item widget paddings are entered in pixels. However, I want to avoid setting the paddings myself either at design time or runtime.
So, my question is, how can I prevent the clipping in the first case, while satisfying my requirements above?
Keep in mind that I’m creating my widgets in blueprint mode only. So, no C++. And please ask me for further information if you are not sure of anything
I would appreciate all the help I can get from you guys