VR SpectatorScreen Widget - stretching

Hi everyone.

The 4.17 spectator screen feature is giving us quite the headache. We’re trying to display a HUD on a widget for the screenouput of our VR experience. We’re using a SceneCaptureComponent2D to render into a RenderTarget and while it does work technicaly we are running into this stretching issue. As you can see, the sidget appears heavily stretched. and is not covering the whole screen as we would have imagined. Does anybody have experience with this issue or an idea where we went wrong? Any help is appreciated.

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I was able to solve the problem by changing the RenderTexture to a 16:9 ratio. When I tried that before (4.17) it used to squish the HUD even more. The most likely problem was a user error on my part as I did not understand the correlation of all the elements involved.

Can I ask how on earth you’ve got it wired up so that the render target and the umg widget display to the spectator screen? I’m trying to solve this but Can only seem to render the output of the scene capture component 2d. I want to be able to add a UMG overlay on top of that and can’t figure it out.