# Changing navigation rule breaks scrollbox rendering 

**URL:** <https://forums.unrealengine.com/t/changing-navigation-rule-breaks-scrollbox-rendering/2854992>\
**Category:** UI\
**Tags:** unreal-engine, Epic-Pro-Support, question\
**Created:** [October 14, 2026, 1:11pm UTC](https://forums.unrealengine.com/t/changing-navigation-rule-breaks-scrollbox-rendering/2854992 "2026-10-14T13:11:19Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![anonymous-edc](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Post date:** [October 14, 2026, 1:11pm UTC](https://forums.unrealengine.com/t/changing-navigation-rule-breaks-scrollbox-rendering/2854992/1 "2026-10-14T13:11:19Z")

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Hi,

we are in the process of migrating to 5.8.

Unfortunately we’ve encountered some issues with our widgets inside horizontal scrollboxes in 5.8 being cut off.

Confusingly, I was able to reproduce the issue in a minimal case by just changing the navigation rules of the scrollbox.

Repro Project is attached.

Please advise.

Regards,

Max

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**Author:** ![anonymous-edc](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Post date:** [October 14, 2026, 1:11pm UTC](https://forums.unrealengine.com/t/changing-navigation-rule-breaks-scrollbox-rendering/2854992/2 "2026-10-14T13:11:22Z")

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**Steps to Reproduce**

- Load the Reproduction project
- Open the NewWidgetBlueprint
- Select the scroll box
- set any navigation option to custom
- compile the widget
- see half the widget disappear  
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**Author:** ![Cody.Albert](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/cody.albert/32/1088813_2.png) [@Cody.Albert](https://forums.unrealengine.com/u/Cody.Albert)\
**Post date:** [October 14, 2026, 8:10pm UTC](https://forums.unrealengine.com/t/changing-navigation-rule-breaks-scrollbox-rendering/2854992/3 "2026-10-14T20:10:56Z")

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Hi,

This should be fixed in [CL#55773401](https://github.com/EpicGames/UnrealEngine/commit/33bfab07a79477807a3c1d4672fe98a3c9492426). Basically, SScrollPanel::OnPaint needs to be updated to use the render bounds instead of the hit test bounds:

`const FSlateRect BoundingRect = ScrollBoxGeometry.GetRenderBoundingRect();`The full change linked above adds a CVar as well to revert to the old behavior, if you want to integrate that directly. Let us know if you run into any issues!

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