First added image does not respect requirements, second one fixes everything

Hi there, sorry for the weird title, I couldn’t find any way to describe my problem. I’m working with blueprint on UE 5.6, and I’m basically making an app in which I can visualize some camera’s POV.

I manipulate everything via a main UI. This UI has various embedded widgets, including one that is called “UI_CameraViewer”. I can drag&drop various UI_description, which are widgets with some text and the camera view (hierarchy below), to this widget. It will display the cameras’ views, in a grid layout. I’m displaying those images with a supposedly fixed width of 250px, and a height that respects the aspect ratio of the cam.

My problem is really stupid : the first image doesn’t render properly. It somehow “shrinks” (i.e. the width is divided by two, whereas the height is the right one). You can see what it looks like below. I can change the width dynamically, it will render exactly the same & the real width doesn’t correspond to the displayed one. When I add a second camera, everything comes back to the right layout (i.e. the one that I want). I’m using SetWidth/Height override for the camera’s sizebox.


From what I understood, it’s because of the layout timing of Unreal ? But I can’t seem to get why the first image can’t be rendered properly. I feel like I’ve tried everything I could.

Thanks for your help !