UMG world to screen space vs resolution.

OpticalShadows
Thu, 19 Feb 2015 00:07:29 +0000
UI

I’ve tried this in both 4.6.1 using the playercontroller worldposition to sceenspace as well as 4.7 with the screen space option in a blueprint with a widget component. If the screen resolution (r.setres XxY) doesnt match the window size, the widget position will be incorrect. The effect can only be seen in fullscreen since r.setres in windowed resizes the viewport. Here is the result, first picture is 1280x720 windowed second is 1280x720 fullscreen on a 2560x1440 native res panel.

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