we are currently evaluating this plugin.
So far it works great. But we have one problem.
When the external window is resized no dpi scaling for the created widget is applied.
Thus the UI, displayed in the external Window, is currently not resolution independent.
Is this a missing/unsupported feature of the plugin or do we miss a setting to make it work?
Hi. Sorry for the late reply. One way to get around it would be to wrap your UI inside a scale box slate. I will add support for auto DPI adjustment in a later update.
Hi,
we tried it with an scale box but it doesn’t seems to work.
We use the widget editor from unreal.
The test UI uses an Canvas panel and there we added an text box which is anchored to one side.
When running it inside the editor play mode and resize the external window the text inside the textbox gets not scaled.
After wrapping it with an scale box nothing improves.
Depending on which settings for the “Strech” and “Strech Direction” Properties the UI is wrongly scaled.
E.g. wen setting Stretch to “Scale to Fill” the child widget is scaled up and some of the widget content is clipped because those are now outside of the clip bound of the scale box.
Maybe we are missing something but for now it seems it is not possible with an scale box.
Additional information we are currently using Unreal 5.5.4
Hello. I’ve submitted an update in version 3.1.2. Currently, it is still in Fab pending review. You will be able to enable DPI scaling. This will be affected by the DPI curve in Project Settings.
Hi, I’m wondering if using CameraViewPanel still allows the world to capture the cursor for functions like GetHitResultUnderCursorByChannel. The use case is for a game with many HUD elements and a smaller viewport like OSRS.
Hello. Currently it is not supported. This will require de-projection calculation of the mouse position on CameraViewPanel. I will try implementing something in the future.