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First frame flicker. Loading widget scale is wrong in the first frame #88
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Hi @dantreble, However, I don't know how to fix this issue because I cannot reproduce this bug on my side. It would be very helpful if you could provide the project link or screenshot/video of the issue. I will investigate the bug. Note that the plugin depends on the MoviePlayer plugin. Many of the issues here are either related to MoviePlayer or the engine itself, which is beyond my ability to fix. Best Regards, |
If this video attaches and you can skip frame by frame, you can see the layout is different first frame I was able to get a breakpoint in a standalone game and see it 0,0 on the first frame. I also logged it with UE_LOG :-) |
Just updated the DPI scale from the viewport size instead: 8acaab1 Hopefully this will solve your issue. |
Thank you! I did the same, although I clamped it at 1.0, because on PS5 the dpi scale went to 2.0 at 4k. While with the original code it stayed at 1.0 PS5 (the elements look VERY large at 2.0, which is almost the inverse to what you want!) Some PC scenarios for comparison GetTickSpaceGeometry().ToPaintGeometry().GetLocalSize() 1536,864 Scale 0.799600 GetTickSpaceGeometry().ToPaintGeometry().GetLocalSize() 1024,576 Scale 0.532800 |
Thanks for the info. I will keep the issue open for reference, in case someone may encounter the same problem. |
This
AsyncLoadingScreen/Source/AsyncLoadingScreen/Private/SLoadingScreenLayout.cpp
Line 22 in b37686c
I tried to do it based on GEngine->GameViewport->Viewport->GetSizeXY(), it mostly worked, but the scaling was off in certain circumstances (console at 4k).
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