Summary
On a Windows 11 with three monitors using different display scaling values, floating Unreal Editor windows are restored at incorrect positions.
The issue occurs when the primary center monitor uses 200% scaling and the side monitors use 150% scaling. A floating window placed on the monitor located to the right of the primary monitor reopens with a large offset to the right.
What Type of Bug are you experiencing?
Editor
Steps to Reproduce
Configure three monitors in Windows:
Center monitor: 3840×2160, landscape, 200% scaling, primary display.
Left monitor: 2560×1440, portrait, 150% scaling.
Right monitor: 2560×1440, portrait, 150% scaling.
Open Window → Content Browser → Content Browser 2.
Undock Content Browser 2 so that it becomes a floating window.
Move the floating window to the monitor located to the right of the primary monitor.
Close Content Browser 2 and open it again.
The issue can also be reproduced by leaving the window open, closing Unreal Editor, and launching the editor again.
Expected Result
The floating Content Browser window should reopen at the same position and size where it was previously closed or saved.
Observed Result
The floating window reopens with a large horizontal offset to the right.
Depending on the saved position, the window may:
-appear partially outside the right monitor;
-appear completely outside the visible desktop area;
-reopen on the primary monitor instead of the right monitor.
The error accumulates from the global horizontal position of the monitor, so windows located farther to the right receive a larger offset.
Affects Versions
5.8
5.7
Platform(s)
Windows
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Additional Notes
The issue disappears when all monitors use the same scaling.
Placing the side monitor above the primary monitor avoids the problem.
The active window position is stored in:
%LOCALAPPDATA%\UnrealEngine\Editor\EditorLayout.json
In the tested configuration, Unreal saves the floating window position on the right-side monitor as approximately “WindowPosition_X”: 2564. On the next editor launch, this value appears to be restored using the primary monitor’s 200% DPI scale instead of the target monitor’s 150% DPI scale. Applying the DPI ratio manually restores the window to the correct position: 2564 × 150% / 200% = 1923, so changing the saved value to “WindowPosition_X”: 1923 places the window correctly. Loading a custom layout containing this compensated value also restores the correct position. However, when Unreal Editor closes, it writes the uncompensated value back to EditorLayout.json. Setting the corrected EditorLayout.json file to read-only makes the window restore correctly on subsequent launches.
