Hey Yun!
No problem, I have experience myself with issues that turn out to be that something was moved accidentally. That is a good suggestion, I will set that AreaMapView to (0, 0, 0) in the C++ BeginPlay, as there is no benefit to moving it off center. I won’t make an update purely for this but it will be part of the next one.
Hmm, if changing the render angle of a parent widget doesn’t affect the children correctly, I think that is an issue with UMG. I had noticed another issue when rotating things in UMG: any canvas clipping is applied before the render rotation so when I rotated an icon that is near the edge of the minimap, sometimes half the icon wasn’t visible (because that part would fall outside the minimap canvas if the icon wasn’t rotated). This is why for this plugin I made a material based workaround. Bottom line, UMG render transform has some known issues. I believe they are going to be fixed as part of UE4.17, because there was a recent Epic blog post about that.
Something you can try instead of using the render transform:
- Make a duplicate of the BorderedMinimap widget asset and in that, rotate only the border image (not the internal Minimap widget) by -45 degrees. (Edit: I suggest not modifying the existing one because those changes can be lost when you download an update)
- At the character’s BeginPlay set his MapView to the right world rotation (so that the minimap’s North marker aligns with what you want to be north).
- Make sure the MapView doesn’t inherit yaw by unchecking the built-in setting, but you’ve probably found that already.
Hope this helps!