Editor UI Window and Menu Size Distorted on Unreal Engine 5.2 with Multi-Monitor Setup on Linux

The Editor UI windows and menus in Unreal Engine 5.2 are displaying incorrectly when using a multi-monitor setup on Linux. The issue specifically occurs with a three-monitor configuration, where two monitors are positioned above one monitor:

Reproduction Steps:

  1. Set up a multi-monitor configuration with three monitors, where two monitors are positioned above one monitor.
  2. Launch Unreal Engine 5.2 on Linux (specifically tested on Manjaro GNOME).
  3. Observe the Editor UI windows and menus, noting the distorted sizes and scales.

Expected Behavior: The Editor UI windows and menus should display correctly, regardless of the multi-monitor setup. Unreal Engine 5.2 should maintain consistent window and menu sizes across all monitors.

Actual Behavior: When using a three-monitor setup with two monitors positioned above one monitor, the Editor UI windows and menus exhibit incorrect sizes and scales. This issue does not occur when using a vertical monitor setup or when utilizing a single monitor.

System Specifications:

  • Unreal Engine version: 5.2.0
  • GPU: NVIDIA 3070 Ti Mobile
  • RAM: 32GB DDR5
  • CPU: 20-core Intel i9 12800H
  • Operating System: Linux Manjaro GNOME

Attached Images:

Please let us know if any additional information or screenshots are required to address this bug effectively.

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Additional Info:

SDL Log:

LogInit: Initialized SDL 2.24.0 revision:  (compiled against 2.24.0)
LogInit: Using SDL video driver 'x11'
LogInit: Display metrics:
LogInit:   PrimaryDisplayWidth: 1920
LogInit:   PrimaryDisplayHeight: 1080
LogInit:   PrimaryDisplayWorkAreaRect:
LogInit:     Left=0, Top=2160, Right=1920, Bottom=3192
LogInit:   VirtualDisplayRect:
LogInit:     Left=0, Top=0, Right=1920, Bottom=3192
LogInit:   TitleSafePaddingSize: X=0.000 Y=0.000 Z=0.000 W=0.000
LogInit:   ActionSafePaddingSize: X=0.000 Y=0.000 Z=0.000 W=0.000
LogInit:   Number of monitors: 3
LogInit:     Monitor 0
LogInit:       Name: XXXXX 16"
LogInit:       ID: display0
LogInit:       NativeWidth: 1920
LogInit:       NativeHeight: 1080
LogInit:       bIsPrimary: true
LogInit:     Monitor 1
LogInit:       Name: XXXXX 7"
LogInit:       ID: display1
LogInit:       NativeWidth: 1920
LogInit:       NativeHeight: 1080
LogInit:       bIsPrimary: false
LogInit:     Monitor 2
LogInit:       Name: XXXXX 22"
LogInit:       ID: display2
LogInit:       NativeWidth: 1920
LogInit:       NativeHeight: 1080
LogInit:       bIsPrimary: false

xrandr | grep " connected":

DP-0 connected 1920x1080+0+1080 (normal left inverted right x axis y axis) 160mm x 90mm
HDMI-0 connected 1920x1080+0+0 (normal left inverted right x axis y axis) 477mm x 268mm
eDP-1-1 connected primary 1920x1080+0+2160 (normal left inverted right x axis y axis) 344mm x 194mm
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After further investigation, we have discovered a workaround that partially resolves the issue. By using the

-nohighdpi

argument when launching Unreal Engine, the distorted window and menu sizes on the multi-monitor setup can be mitigated to some extent.

Additionally, we have observed that the “Enable High DPI Support” checkbox under ‘Editor Preferences > General > Appearance’ is enabled by default and cannot be disabled from within the editor. Even after restarting the editor, the checkbox remains active. This unexpected behavior may be contributing to the scaling issue experienced with the Editor UI.

Please note that while using the “-nohighdpi” argument provides a temporary solution, it may not completely eliminate the problem. We recommend developers to be aware of this workaround and take it into consideration until a permanent fix is available.

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If you run .uproject with the -nohighdpi parameter, then not the project is launched, but the Unreal Project Browser, but not the project itself. Is there a solution to this problem?

try EnableHighDPIAwareness=False

Hey @Dourza !
I have a similar issue on my laptop using Linux (OpenSUSE/KDE). It is an hybrid graphic laptop, and whenever I use the offload prime render solution, Unreal Engine UI is messed up! And I cannot easily move the Editor from one screen to another without having a weird glitch. I have none of these issue on my Windows partition.

The -nohighdpi solution solve a bunch of the issue. However, there is still some weird issue, where the mouse pointer in Blueprint editor is behaving weirdly when moving around the editor.

Have you found a solution to your problem yet? It seems that the support/dev team of UE does not really care about Linux, and it is almost impossible to find help and support for this.