Thank you for continuing dedication to this problem though it still doesn’t seem to be working for me. I took a video of the problem I’m trying to describe as well as you can see my blueprint below. The problem seems to be that it is placing the widget based on the rendering resolution rather than the viewport size. I cant find any way to read the rendering resolution. I event tried to go C++ with GEngine->UserSettings->GetResolution() I think (I cant remember the exact code I tried).
Here is the video I took: - YouTube