Hello, i am currently developing a mobile game and i ran across this big bug.
The ScreenPosition node in the material editor gives me the wrong position of my widget.
I use the phone in landscape mode and it seems like the bottm left corner is 0,0 UV wise. And the top left corner seems to be 0,1 (X,Y to eliminate misunderstandings).
It basically flipps the Y coordinate and i could resolve the problem by doing screen resolution - screen position. The new problem is now that this is not the case for all Android devices.
I tested it on a Sony Xperia Z3 Compact, Sony Xperia One and a ZTE Libero S10.
The Sony Xperia One has no problem. I can just hook the PixelPosition Output up with the screen position i get from the CovertWorldLocationToScreenLocation node and it works as expected(top 0, bottom1.
For the Sony Z3 Compact and the ZTE Libero S10 the bug appears and i get a flipped output from the ScreenPosition node(top 1, bottom 0).
I googled arround and found a bug report on the Unreal bug report page that seems to adress exactly this issue.
The bug report can be found here: UE-63442
On the bug page the bug is stated as fixed in Version 4.21. But this does not seem to be the case as i use Unreal 4.23 always on the latest non Preview build(Launcher Version) and the bug still appears for me on some devices at least.
What i am doing game wise is that i get the Screen Location of the Character and use this location in a material, that i have assigned to cover the whole screen in a widget, to cut out a certain part of it via a sphere mask where i use the ScreenPosition as A input and the Character Screen Location as B input. Like that i simulate a lantern to only show stuff arround the character without using light(because performance because mobile).
So my question is: Is there a way to work arround for this and will it get fixed in general? Also why is it marked as fixed even tho it still seems to appear on some devices?
Any help or statement would be nice, this is driving me quite crazy for a while now.