UI Widget on Multiple Viewports using nDisplay

I have 4 viewports rendering 4 different camera views.

When I use the “Add to Viewport” to display a widget in screen space on top, it only renders in one of the viewports.

Can I specify the viewport to render my widget to? Or is there another way to render my widget to all 4 viewports?

Thank you.

I’m starting to think this isn’t possible…
In spite of naming convention, the IDisplayClusterViewport (nDisplay) and the FSceneViewport are completely unrelated.

When I create a 2D widget and add it to my viewport, it adds it into the center of the FSceneViewport for the game: the center of 4 monitors.

I believe the only way to create a 2D widget on all 4 Display Cluster Viewports is to create four separate widgets, render them to the viewport, then manually set the render translation to the locations on each monitor separately.

That is kinda disgusting…

Hi do you found a solution ?
i have the same problem

i whish you a beautiful day.
Best Regards

Hi,

Did you find a solution to this problem?

Hi! Yes, it would be possible if you will scale your UI covering whole area of all your screens (like it’s a one big screen), and then using nDisplay get the node id you are using, to apply UI offset. Offsets can be calculated kind like that:

{Offset} = {ScreenPosOnLayout}[ScreenID].xy*{UIScale} - {ScreenDisplayAreaDimensions}[ScreenID].xy

Also it may be more comfortable to use grid in your UMG editor to perfectly align your displays.

Ps. or u can make separate UI for every screen, but it would require more design accuracy and i think :thinking: