Issue in the intialization logic of SectorCentralAngle Member of SRadialBox

Hello Unreal Team,

We noticed an issue in the intialization logic of SRadialBox which is causing the SectorCentralAngle member to be intialized to 0 when it’s set to multiples of 360.f in the Designer. This causes entries of a Dynamic Entry Box(configured to be of type Radial) to be stacked upon each other when the “Distribute Items Evenly” option is set and the “Sector Central Angle” is set to be multiples of 360.f.

We have also noticed that an inconsitency between initialization and update logic of the member which is causing the issue to not be noticed in the Designer. As, when the property is updated in the Designer the Update logic is used inside `UDynamicEntryBoxBase::SetRadialSettings` which is further invoked from `UDynamicEntryBoxBase::SynchronizeProperties()`.

A simple fix considering the desired behaviour would be to use `FMath::Wrap(Angle, 0.f, 360.f)` inside `SRadialBox::InternalNormalizeAngle`, but it could also be fixed in a different way. I have attached the repro steps along with supporting images please let us know if you need any more info.

Cheers

Anirudh

Steps to Reproduce

  1. Create and launch a new Unreal Project
  2. Create a New Blueprint Widget and setup the Layout(a Dynamic Entry Box wrapped inside a Canvas Panel) as described in the attached WidgetLayout.png image.
  3. Configure the Dynamic Entry Box as described in the attached WidgetSettings.png image
    1. Set the “Entry Box Type” to be “Radial”, along with a sample Entry Widget Class(ex: “AudioKnobLarge”) to be a Widget of significant size that is visibile on the Viewport.
    2. Enable “Distribute Items Evenly” and set the “Sector Central Angle” to be 180.f in the “Radial Box Settings”.
    3. Ensure the Anchor settings of the entry box are set so that the Widgets are visible on the Viewport.
    4. Setup logic to spin up entries in the Event graph as described in CreatingEntriesIntheBox.png
  4. Setup logic to create and add this widget to the HUD inside the Level Blueprint as described in AddingWidgetTotheHUD.png
  5. Launch PIE and confirm that the widget works as shows entries distributed eveny as expected as seen in ValidCase.png
  6. Go back to the widget and now set the “Sector Central Angle” to 360.f. Now when you launch the widget notice that the widgets are stacked upon each other instead of being distributed evenly across a circle as seen in IssueCase.png

[Image Removed]

Hello [mention removed]​

Thank you for reaching out and bringing this issue to our attention.

Thanks to your detailed instructions, I was able to reproduce the problem.

I’ve tested it from 5.0 up to 5.7, and the issue reproduces in all UE5 versions.

I’ll make a bug report and get back to you once I have a tracking link.

All the best,

[mention removed]​

Hello [mention removed]​

I’ve made a JIRA report to be added to the Unreal issue tracker website (https://issues.unrealengine.com).

Please note that Epic ultimately decides whether the issue will be made publicly accessible, and the process can take a few days, so the tracking link is not immediately accessible.

Once available, you will be able to track the resolution at Unreal Engine Issues and Bug Tracker (UE\-290640)

I’ll close the case, but feel free to reply if you have anything else to add.

All the best,

[mention removed]​