Creating a 'Scope' mask that keeps aspect ratio??

Hi, I’m trying to create a ‘scope’ that the player can look through (like a telescope, sniper rifle scope etc), using a alpha mask texture made in GIMP. It works great, but the issue I have is my monitor is 21:9 ratio (3440x1440 resolution), and when I put the game in full screen, the circle gets stretched and becomes an oval shape. What is the best way to avoid this? I would like the circle to remain a circle, regardless of the screen aspect ratio, and the rest of the screen to remain black. I don’t want to lock the game aspect ratio as I like how games look in ultra-wide.


You would need to alter the UV coordinates you’re using to sample the texture based on the view properties. There are nodes in the material editor you can use to determine the resolution, aspect ratio, fov, etc to make the required adjustments.

Any hints to how this is done? The material editor is not my forte. Thanks

Ran into this issue and ended up sorting it out in the end, posting my solution in case anyone else still needs help:

On your UMG, add an image that fits to the size of your screen.

Then, create a material and assign it to the new Image’s brush.

Inside that material, make sure Material Domain is set to “User Interface”, Blend Mode is “Translucent”, then set up like pictured below.

The result should have the scope nicely scale to match screen size without ever affecting the original image’s aspect ratio.

This scope must be using the UMG Widget. Try using something that sticks to the center of the screen regardless of the screen size. Use the image and anchor it right at the center of the screen. Maybe that helps