Major - UI widget through HUD device does not align to screen

First of all I thought that HUD message device settings will not affect the UI widget position, but they do (ideally should not happen).

Then, regardless of what setting you have on the HUD message device, you can never align the UI widget to the screen, its always down and right from where it should be. Check the example below:

Lastly, the HUD device settings “placement horizontal” and “placement vertical” seem to change nothing on the HUD widget.

And the worst part about it is that these issues will one day be fixed, and whatever workaround I do now will break once the fixes are live, which leaves me the option to redo everything in Verse, but that’s a whole another can of worms.

Another test:

Seems the UI widget is around 20% smaller than the screen when shown by the HUD message device

EDIT: It is “HUD scale” setting that affects the scale of the HUD, I had mine on 80%, and on 100% it shows on full screen (with custom, centered), but that still remains an issue because if a player has any different HUD scale than 100%, it breaks the positioning of the HUD.

Testing_HUD_UI_Widget.rar (235.9 KB)

@Wertandrew, Can we get a higher resolution screenshot? I tried a very basic example and it seemed to work the way I expected so there’s a reproduction step I’m missing to see the same thing you’re seeing.



I have attached a project to the OP, you can load it up and test. Follow the instructions inside it to replicate the issue (turns out the display is correct, but HUD scale setting breaks it)

Hello Wert, thanks for reporting this, I’ve loaded and reproduced this issue on my side as well.

The dev team is now aware of the limitations with HUD Message Device and we’re looking into it on our side to see how we can get this resolved.

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Awesome! Thank you!

Small note, I haven’t tested it so its an assumption, but pop-up device may be affected as well (has an option to include UI Widgets) and UI done through Verse (I need a Verse programmer/creator to confirm on this!) because at the end of the day, a canvas may be affected by the HUD scale option, and if that’s true then all three are affected (essentially all the ways to do UI in verse atm)

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Also noticed that “Windowed” mode will also affect the HUD scale of UI Widgets, as shown below with an image that normally fills the full screen:

(In Game - Screen overflow to the right side)

(UI widget does not show the overflow to the right, shows as fullscreen on any resolution)

When I switch to Fullscreen, as shown below, the UI Widget shows fully:


Also found that if you make the HUD message device show through Verse, it spawns it incorrectly at the center, instead of the corner like in event binding


Also Pop-up device with modal widget shows on 1/4th of the screen (top left) with HUD scale to 100% (Pop up setting to Centered Full)

Yo, its is better to use postprocess volume for custom ui, it doesn’t resize or strech images and cost 0 memory.