How to keep widget Fill after rotation?

I have a widget (an Image) inside a Vertical Box, and its Size is set to Fill.

When the widget is not transformed, it fills the available space as expected. However, after applying a Render Transform rotation (90°), the Fill behavior no longer works—the widget no longer fills the container.

It seems that the Fill property only works correctly when no Render Transform is applied.

Is there a way to keep the widget filling its parent container even after rotation?

Any suggestions or workarounds would be appreciated.

Best bet would probably be to make a material and rotate the texture UVs

I used image in example to easier to understand. In real case, that’s is a widget. So create material is not a way.
Could you please propose another solution? Thanks!

It is impossible to fill and rotate like that.

The fill behavior has no way to decide how to fill on an arbitrary angle (say 35°)

Your best approach is either to write your own rotation to scale calculation for arbitrary angles or (if you have just portrait landscape) to have 2 images fitted (one horizontal and one vertical) inside a widget switcher and switch between them.

You can use material instances in a widget and have the widget set values in the mat. But if it must be done only in widge, first it would help to know 2 things: Can user rotate image freely, or are you only trying to rotate when created based on whether image is portrait or landscape perspective?

I’m trying to rotate widget on portait/landscape perspective only. I’m not allow to user rotate freely.

If you’re just trying to match size/aspect of an image, try wrapping image in a size box, and tick the size to content box in the slot options. When you change image at runtime, do this in widget blueprint to override size using new image dimensions:

If image is too big, there’s also aspect ratios you could set in the size box by doing some math on image