Description: Event Received Draw HUD is reporting incorrect values for Size X and Size Y on iOS devices. For example - the iPhone 5 has a resolution of “1136x640”, however Size X and Size Y are reporting “568x320”. It happens on every iOS device I have tested (iPhone 5, iPad Mini Retina, iPod Touch 5th gen). It appears to report half the actual resolution.
It reports correctly when playing on the mobile preview in the editor, however it reports incorrectly when playing on the device.
Repro steps:
Add “Event Received Draw HUD” node to the HUD Blueprint
Print values of Size X and Size Y to the screen on level load
Seeing that it is working for you, I must’ve messed something up with settings somewhere locally. Sorry for bothering you, I will continue to investigate on my end. Do you happen to know if there is a setting I could have set that would affect that value?
I have looked through some of the settings and i am still a bit unsure of has to how you could be seeing those numbers. If you package a new project and only have the event receive draw HUD and the print strings in the MyHUD BP, what outcome from the screen resolution are you seeing on the device?
I just created a brand new project with the Twin Stick template and I still seem to be seeing the issue. The only thing I did in the project was create a HUD blueprint and add this -
When I copy that DefaultDeviceProfiles.ini from Tappy Chicken and place it in my projects config folder the resolutions are reporting correctly. It looks like I just needed to add that ini and that fixed it!
I just wanted to explain this a little bit better in case someone else runs into the same issue. The “Event Received Draw HUD” node was reporting the correct resolution values for Size X and Size Y, it’s just because I didn’t have a DefaultDeviceProfiles.ini to specify the MobileContentScaleFactor the game was actually rendering at half the device resolution.