Widget components set to "draw at desired size" won't draw any smaller than 100x100. This looks to be related to the hard-coded desired size of the SPopupLayer (callstack attached). This problem didn't occur in 4.27, so it may be related to changes made to widget invalidation.
UnrealEditor-SlateCore.dll!SPopupLayer::ComputeDesiredSize(float __formal) Line 173 C++ UnrealEditor-SlateCore.dll!SPopupLayer::ComputeDesiredSize(float __formal) Line 173 C++ UnrealEditor-SlateCore.dll!SWidget::CacheDesiredSize(float InLayoutScaleMultiplier) Line 939 C++ UnrealEditor-SlateCore.dll!SWidget::Prepass_Internal(float InLayoutScaleMultiplier) Line 1717 C++ [Inline Frame] UnrealEditor-SlateCore.dll!SWidget::Prepass_ChildLoop::__l2::<lambda_d86c91bdd85b28153102e6b3d212d742>::operator()(SWidget &) Line 1755 C++ [Inline Frame] UnrealEditor-SlateCore.dll!FChildren::ForEachWidget(SWidget::Prepass_ChildLoop::__l2::<lambda_d86c91bdd85b28153102e6b3d212d742>) Line 68 C++ UnrealEditor-SlateCore.dll!SWidget::Prepass_ChildLoop(float InLayoutScaleMultiplier, FChildren * MyChildren) Line 1770 C++ UnrealEditor-SlateCore.dll!SWidget::Prepass_Internal(float InLayoutScaleMultiplier) Line 1711 C++ [Inline Frame] UnrealEditor-SlateCore.dll!SWidget::Prepass_ChildLoop::__l2::<lambda_d86c91bdd85b28153102e6b3d212d742>::operator()(SWidget &) Line 1755 C++ [Inline Frame] UnrealEditor-SlateCore.dll!FChildren::ForEachWidget(SWidget::Prepass_ChildLoop::__l2::<lambda_d86c91bdd85b28153102e6b3d212d742>) Line 68 C++ UnrealEditor-SlateCore.dll!SWidget::Prepass_ChildLoop(float InLayoutScaleMultiplier, FChildren * MyChildren) Line 1770 C++ UnrealEditor-SlateCore.dll!SWidget::Prepass_Internal(float InLayoutScaleMultiplier) Line 1711 C++ UnrealEditor-SlateCore.dll!SWidget::SlatePrepass(float InLayoutScaleMultiplier) Line 692 C++ UnrealEditor-UMG.dll!UWidgetComponent::DrawWidgetToRenderTarget(float DeltaTime) Line 1330 C++ UnrealEditor-UMG.dll!UWidgetComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction * ThisTickFunction) Line 1207 C++ [Inline Frame] UnrealEditor-Engine.dll!FActorComponentTickFunction::ExecuteTick::__l2::<lambda_8e93cba63652895611dfa1bc126611cb>::operator()(float) Line 1089 C++ UnrealEditor-Engine.dll!FActorComponentTickFunction::ExecuteTickHelper<<lambda_8e93cba63652895611dfa1bc126611cb>>(UActorComponent * Target, bool bTickInEditor, float DeltaTime, ELevelTick TickType, const FActorComponentTickFunction::ExecuteTick::__l2::<lambda_8e93cba63652895611dfa1bc126611cb> & ExecuteTickFunc) Line 4069 C++ UnrealEditor-Engine.dll!FActorComponentTickFunction::ExecuteTick(float DeltaTime, ELevelTick TickType, ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 1087 C++ UnrealEditor-Engine.dll!FTickFunctionTask::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 284 C++ UnrealEditor-Engine.dll!TGraphTask<FTickFunctionTask>::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & NewTasks, ENamedThreads::Type CurrentThread, bool bDeleteOnCompletion) Line 975 C++ [Inline Frame] UnrealEditor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & CurrentThread, ENamedThreads::Type) Line 587 C++ UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 761 C++ UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilIdle(int QueueIndex) Line 661 C++ UnrealEditor-Core.dll!FTaskGraphCompatibilityImplementation::ProcessThreadUntilIdle(ENamedThreads::Type CurrentThread) Line 2114 C++UnrealEditor-Engine.dll!FTickTaskSequencer::ReleaseTickGroup(ETickingGroup WorldTickGroup, bool bBlockTillComplete) Line 582 C++ UnrealEditor-Engine.dll!FTickTaskManager::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) Line 1592 C++ UnrealEditor-Engine.dll!UWorld::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) Line 790 C++ UnrealEditor-Engine.dll!UWorld::Tick(ELevelTick TickType, float DeltaSeconds) Line 1542 C++ UnrealEditor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1566 C++ UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 487 C++ UnrealEditor.exe!FEngineLoop::Tick() Line 5254 C++ [Inline Frame] UnrealEditor.exe!EngineTick() Line 62 C++ UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 186 C++ UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 272 C++ UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 330 C++[External Code]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-149653 in the post.
5 |
Component | UE - Editor - UI Systems - UMG |
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Affects Versions | 5.0 |
Created | Apr 19, 2022 |
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Updated | Dec 15, 2023 |