Scale box does not update scaling factor while it is being shown at runtime

Summary

The scale box UMG widget doesn’t recalculate the scale of its children accordingly when there are runtime changes (such as verse field bindings changing) that should instead trigger a recalculation.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

UI/Tools

Steps to Reproduce

Create a widget, add a canvas, a size box under it (with a max width of 100), add a scale box under the size box, add a text block under the scale box. Create a verse field of type message. Bind the text block to that verse field. In verse, create a quick script to add the widget to the player’s UI and periodically change the message to random strings of different lengths. Some should fit the 100px max width, others shouldn’t.

Expected Result

Strings that should be scaled down to fit the 100px max width are scaled down correctly and stay within the bounds of the size box.

Observed Result

Strings that should be scaled down to fit the 100px max width aren’t scaled down at all and just go beyond the bounds of the size box.

Platform(s)

windows

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Additional Notes

Hiding/showing the widget will make the scale box recalculate the scaling factor correctly. But as soon as there’s a change that needs the scaling to change while the widget is showing, the scaling factor isn’t updated.

The attached image is from my map. In the map, I have a page system, so the widget changes its info at runtime. The whole block under the black box is a stack box, wrapped with a scale box, which itself is wrapped with a scale box. In UEFN, changing the content of the stack box (such as descriptions) makes the scale change correctly, however, in-game, where those text blocks are binded to verse fields, the scale doesn’t change.

this feels like a recent bug as it used to work. Definitely a problem.