Screenshots taken on a Nintendo Switch 2 console; first screenshot has the safezone set to 100%, second has it smaller. The four hearts are added to the player’s screen with Verse, the other UI elements via HUD Message devices.
Many Creative 1.0 Devices and their HUDs (Player Health, Minimap, HUD Messages, Tracker, HUD Controller and so on…) uses internal logic to display widgets on the screen. All these internal logics always consider safe zones when displaying without ability to ignore it, giving the margins/paddings to the elements on some screens.
Verse UI widgets does not consider the safe zones borders when displaying, but this is not an actual bug. Instead, it is just a problem caused due to other limitations about missing/unavailable features for creators to deal with it (explained later on this message).
On many cases, not considering safe zone is the expected behavior (such as filler backgrounds covering entire screen), but on other cases (such as placing actual hud content safely on the screen) it needs to consider the safe zone to avoid possible visibility problems on some TVs/Displays with overscan.
In normal Unreal Engine, we have a proper widget to deal with it, to configure when/how to handle safe zones in our UIs. Widgets placed inside it will correctly handle safe zone as intended, while when not using it, will ignore safe zones and fill the entire screen:
BUT, that widget type is unavailable in UEFN (both in UMG Widget Editor and Verse UI APIs). This limits how creators can handle and deal with these features. And, since the 1.0 devices also does not provide options to ignore safe zone, it becomes difficult or even impossible for us to “merge” different UIs together when needing setups with lots of different devices and Verse UI.
So, since the safe zone is a case by case usage and not really a bug, I think the proper solution for this current problem/limitation would be the following:
Properly expose Safe Zone widget type, both to Verse UI APIs and UMG Widget Editor, allowing creators to explicitly choose when/how wanting to deal with it on each case (Background Fillers, Content Areas, Screen Borders and so on…).
Add an option to all UI related Creative 1.0 Devices to be able to ignore safe zones when displaying UI. This will allow creators to consistently choose the desired safe zone behaviors of the elements when mixing multiple devices/verse. Specially when working together with overriden Widget Blueprints where creators could handle it as wanted (With the exposed Safe Zone Widget Type)