Widget BluePrint dose not scale on some android Devices

on some android phones, UMGs will not be scaled to the screen size, usually bigger, while during game play everything is ok , but when paused , the pause screen is bigger than the screen , so most of the buttons are out of reach.

  • i was using UE4 4.9.2, i moved to 4.10.0 (total blueprint project)
  • i used forward render override as mentioned in the 4.10.0 release note
  • i didn’t touch the device profiles for androids, as they seems perfect as far as i understand them

result on my testing devices (One plus one) (HTC one) are ok

results on 2 of my beta testers (Huwawi ALE 121) (Wiko Darkmoon) are still the same “Bad scaling”

as Samantha Sutton asked for in another question:

here is my widget blueprint:

-as you might see in the photo i changed the anchor of some of the Canvas Panels to “fill” hopping it will make a difference but nothing changed

  • at construct i call couple of events for loading save game and activate or deactivate elements of the menu such as button and so…

thanks in advance


I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. Do you know the exact devices that are experiencing this issue?
  3. Could you provide the current version of OS that is running on those devices?
  4. Could you provide a detailed set of steps to reproduce this issue on our end?

hello Rudy,

thanks for your answer, i did as you have requested.

  • i started a new project in UE 4.10, blank blueprint project,
  • I created two Levels (one for Main menu, and the other one as first level)
  • i just created a widget with 4 buttons and a background Image, all the 4 buttons open the first level
  • and at MainMenu level Blueprint, i create the widget and put it to view port at begin play of the level

but i still have the issue

my ■■■■■■ devices:
(1) Huawei ALE-L21, Android Ver: 5.0.1
(2) WIko Darkmoon, Android Ver: 4.2.2

here is a screen shot:

you can also get a copy of my project to test on your end:


Dear Rudy

thanks for your recommendation

i couldn’t reproduce the issue in new UE4 4.10 project

so i just made a new Widget blueprint and the issue went away.

perhaps something i did at the beginning or some error in migration

thanks again