I feel like the issue is here is the differences in Native Resolutions and how you are calling your Widgets to the screen. If you have designed this project to run at the 1920 x 1080 resolution, then you will need to account for the change when displaying different resolutions.
Would you mind showing me your Widget Blueprint and how you have that set up?
Try adjusting your DPI curve within the project settings to see if that affects the issue. I would also look into wrapping your widgets in a scale box. For more information on this feature follow the forum link below.
UMG Scaling
Let me know if this resolved the issue or if you need further assistance.
I think this problem is not about UMG/Widgets. DPI scaling works absolutly correctly… but with 568x320 resolution. DPI curve works, I can make nice scaling using DPI curve for any resolution including 568x320, but the problem is half-size resolution. Not only UMG/Widgets renders in 568x320 resolution. All 3d objects, debug messages - everything in 568x320 resolution. Not in native 1136x640. Looks like r.ScreenPercentage is 50%. But I have set it to 100% using Blueprint Node and Devide Profile.
Hi @rckt26 where is this mobile content scale factor? I’m using an android device. I have this device profiles, there I have this option for android low, med and high. shall I change all of them?