Search found 9 matches
- Yesterday, 03:58
- Forum: General Discussion
- Replies: 7
- Views: 141
Re: Different Widget Sizes in Unreal's "New Editor Window (PIE)" and Standalone Game
Yes, this solved it. Did not know about such an option.
Thank you!
Thank you!
- Yesterday, 03:00
- Forum: General Discussion
- Replies: 7
- Views: 141
Re: Different Widget Sizes in Unreal's "New Editor Window (PIE)" and Standalone Game
Hey, I just cut the left side of the screen using the snipping tool to reduce the file size. The ratio difference is due to my bad when snipping the left part of the screen. Below you can find the screenshots for standalone full screen, standalone in window and pie window in order. The last one, whi...
- 18 May 2024, 21:16
- Forum: General Discussion
- Replies: 7
- Views: 141
Re: Different Widget Sizes in Unreal's "New Editor Window (PIE)" and Standalone Game
Hello, sorry I should have included the difference between them. I am attaching screenshots for both scenarios, the difference is larger.
First one is Standalone, second one is editor pie.
https://ibb.co/JCrvvBQ
https://ibb.co/FXwKPy9
First one is Standalone, second one is editor pie.
https://ibb.co/JCrvvBQ
https://ibb.co/FXwKPy9
- 18 May 2024, 06:35
- Forum: General Discussion
- Replies: 7
- Views: 141
Different Widget Sizes in Unreal's "New Editor Window (PIE)" and Standalone Game
Hello,
The scale of widget changes when I play the game in standalone game. In both options, I play the game full screen and I am not using any Viewbox elements.
The scale of widget changes when I play the game in standalone game. In both options, I play the game full screen and I am not using any Viewbox elements.
- 07 May 2024, 02:58
- Forum: General Discussion
- Replies: 2
- Views: 171
Re: About Unreal Render Target Memory Size
Hello,
I have created an issue with number 0003302.
Thanks!
I have created an issue with number 0003302.
Thanks!
- 05 May 2024, 18:40
- Forum: General Discussion
- Replies: 2
- Views: 171
About Unreal Render Target Memory Size
Hello, I noticed that "Render Target StandAlone Allocated" stat which can be seen with "Stat D3D12MemoryDetails" is around 5 GB for 50 widgets whether they are visible/collapsed or not. It goes up quickly as I add more widgets. This is the XAML file for my widgets. <UserControl x...
- 30 Apr 2024, 12:30
- Forum: General Discussion
- Replies: 3
- Views: 246
Re: Crashes on Unreal Render Thread When Dynamic RenderTransform Used
Hey, thanks for the response. I think I figured it out. Below is how I am creating my widget. I am creating a UObject data context and set it on widget via SetDataContext. I thought, since the context was set on Widget, it would not be garbage collected but they are getting collected. I am not sure ...
- 30 Apr 2024, 10:22
- Forum: General Discussion
- Replies: 3
- Views: 246
Crashes on Unreal Render Thread When Dynamic RenderTransform Used
Hello, I am dynamically setting the ScaleX and ScaleY properties of ScaleTransform from the Unreal Engine DataContext which is a UObject. Without the render transform, widget works as expected. However, based on the player position I am trying to scale down the size of the widget and to do that, I s...
- 29 Apr 2024, 05:56
- Forum: General Discussion
- Replies: 3
- Views: 466
Re: Seeking Assistance with C++ Binding in Unreal Engine 5 to NoesisGui
Hello, I am facing a similar problem. How should we go for first approach even If we use Unreal? We are not using blueprints at all. What I have in mind is, -Loading the Xaml file with unreal as UNoesisXaml object, -Creating a view in C++ from the Xaml asset, -Settings the datacontext of view via Se...