Hello,
Everything is said in the title. In our project, we created a map system displayed in a custom viewport created this way:
`TSharedRef SWMViewport::MakeEditorViewportClient()
{
//Instantiate the Viewport Client with a WorldManager Scene
FWMScene* newScene = new FWMScene(SharedThis(this));
newScene->Populate();
LevelViewportClient = MakeShared(newScene, SharedThis(this));
//Client Settings
//FIntPoint viewportOrigin, viewportSize;
LevelViewportClient->SetCameraSpeedScalar(8);
LevelViewportClient->ViewportType = LVT_OrthoXY;
LevelViewportClient->SetViewMode(EViewModeIndex::VMI_Unlit);
FVector vDefaultCenter = UProjectionUtils::GetWorldOrigin(false);
if ( vDefaultCenter.X == 0. && vDefaultCenter.Y == 0.) // no world origin, show all the globe
LevelViewportClient->SetOrthoZoom(31000000000.);
else
LevelViewportClient->SetOrthoZoom(100000000.);
LevelViewportClient->OverrideFarClipPlane(FAR_CLIP_PLANE);
LevelViewportClient->SetShowBounds(true);
return LevelViewportClient.ToSharedRef();
}`It was working well so far up to Unreal 5.5:
[Image Removed]
but moving to Unreal 5.6, we met this result which seems consistent but with a global rotation of 90 degrees:
[Image Removed]
Would you have any idea of what could have triggered this issue, a new parameter of the viewport to set in Unreal 5.6, a default value that could have changed somewhere? On our side, there is not a lot of changes for this version switch.
Any help will be welcome, thank you,
Philippe