UIScale is not applying when dynamically set

Reproduction Steps
Steps: Join this game > Click the backpack > The menu looks weird as if UIScale is only applied to some of the children instance. Happens about 95% of the time on MacBook, 30% on iPad and 0% on Android Phone (looks fine all the time I’ve tested this).

System Information:

Reproduction Files: Have not been able to reproduce this in another file, but it is happening in my game file consistently both in studio and in-game. The UIScale is set to 0.8

Expected Behavior
In this video you can see what the menu actually looks like and what it is supposed to look like

Actual Behavior
See the video clip above … … . … . . . .

Workaround
The menu is corrected when it is forced to update, e.g. UIScale is unparented/parented, Size, SizeConstraint, AutomaticScaling or ClipsDescendants is toggled. The menu also looks correct if it is set to Visible = true at the beginning of the game.

I had 2 other menus that looked incorrect as well, but I managed to fix them by re-ordering the hierarchy (unparenting and reparenting UIs), so UIScale prioritised loading them when the game first loads?

Issue Area: Engine
Issue Type: Display
Impact: Low
Frequency: Often
Date First Experienced: 2021-07-21 00:07:00 (+02:00)

5 Likes

Can confirm. I am have a similar issue with UI sizing, but I’m not using UIScale. It’s essentially behaving the same way, and when I forcefully change the SizeConstraint it resets the UI size to how it’s supposed to work.
Here’s the issue with my “You Died” UI:

Screenshot - f10829976d902fc6c7c1f76f389325f1 - Gyazo – UI size in properties (How it’s supposed to look)
Screenshot - b5f825a89389a6ca12573144b8fb3c80 - Gyazo – UI size in game/studio (What the bug is doing to the UI)