Description

It appears that notify track does not follow the size of the custom window scale. As a result, display problems may occur, and events may be placed in unexpected positions. This is similar to [Link Removed], but it appears that consideration of the scale is lacking.

Proposed code:
SAnimNotifyPanel::OnNotifyNodeDragStarted

 

	// Add start
	const FSlateRenderTransform InvTrackTransform = GetCachedGeometry().GetAccumulatedRenderTransform().Inverse();
        // Add end
	for(const TSharedPtr<SAnimNotifyNode>& Node : Nodes)
	{
		// Modifier start
		const FVector2D OffsetFromFirst( InvTrackTransform.TransformVector( Node->GetScreenPosition() - OverlayOrigin) );
		//const FVector2D OffsetFromFirst( Node->GetScreenPosition() - OverlayOrigin );
                // Modifier end
                         NodeDragDecoratorOverlay->AddSlot()
			.Padding(FMargin(static_cast<float>(OffsetFromFirst.X), static_cast<float>(OffsetFromFirst.Y), 0.0f, 0.0f))
			[
				Node->AsShared()
			];
	} 

 

 

Steps to Reproduce
  1. Open anim sequence asset in editor
  2. Add custom notify events in notify track
  3. Change the display scale of the machine from 100% to 150%
  4. Select notify events and repeat drag and drop while moving.

Then, notify events will appear incorrectly, as if they were placed on different tracks. The position of the events will shift when dropped.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-294561 in the post.

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Fixed
ComponentUE - Anim - Runtime
Affects Versions5.5
Target Fix5.7
Fix Commit43261679
CreatedJun 4, 2025
ResolvedJun 5, 2025
UpdatedJun 6, 2025
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