Unreal Editor scale\view broken - graphics

Problem: Objects can't be moved around using the widget and it seems like the engine isn't processing the scene properly
Below shows that I can't move using object gizmo
Demonstrating inability to move objects in editor
Below shows the improper graphics scaling
Demonstrating improper view scaling
Below shows another exampled of the weird issues
Showing weird lighting
Tried:
Deleting DerivedDataCache
Rebuilding all levels
Restarting PC / Editor
EDIT: I turned off reflections and turned off Lumen and that fixed my issue for now

Related

After upgrading to Android Studio 4.1 why doesn't the text in my CheckBox controls display in runtime (but does display in design mode)?

Here's a snapshot of my app where you can see the running app which has missing text and you can see the text that should be displaying (which is properly displaying in design mode).
Why isn't the text displaying at runtime?
This only started happening when I updated to version 4.1 of Android Studio and rebuilt my app.
Additionally, here is how they are defined in the layout xml:
Here's a view of the layout details of the one checkbox that is not displaying the text:
Notice that it is showing text size in PT (points).
I changed it to sp after choosing from droplist and now it displays properly.
Not sure why this has always worked in the past and suddenly stopped working.
If it is a change I would expect an auto-update functionality when Android Studio upgrades the project.
Should Not Work In Design Mode Either
If it is a problem I would also expect it to display improperly in the Design Mode also. Instead it looks correct in design mode even though runtime doesn't display it. In this way I would've understood that I was using an incorrect unit.
TextView Also
I found that this was also happening in many of my TextView controls.

The mapcontrol zooms undesirable when setting either Heading, Center or Style. (since Creator update)

I'm working on a UWP project which uses the MapControl.
After updating to the Creator Update for Windows 10, the mapcontrol behaves in unexpected and undesired ways:
I update the heading and center almost constantly, but this now causes the zoomlevel to change slowly over time.
And when I change the mapstyle, it zooms out by a lot. (But this seemingly only when I update either/both the heading and/or center)
I have no idea why this is happening or how to avoid it.
Any help appreciated.
This is a bug that is currently being investigated.
As a workaround, rather than independently setting zoom and center, try using the SetScene API.
like this:
TrySetSceneAsync(MapScene.CreateFromLocationAndRadius(newCenter, newRadius, heading, pitch), MapAnimationKind.Linear);
https://learn.microsoft.com/en-us/uwp/api/Windows.UI.Xaml.Controls.Maps.MapControl#Windows_UI_Xaml_Controls_Maps_MapControl_TrySetSceneAsync_Windows_UI_Xaml_Controls_Maps_MapScene_

Green square on game canvas using Phaser

Can someone please tell me why I'm getting a green square on my Phaser game canvas as below?
Without seeing any code I can tell you that you'll see that when an image can't be loaded by the Phaser framework.
Open developer tools in your browser of choice and refresh after opening the Network tab. You should see a 404 for one of your images.
I believe if you look at the standard browser console you may also see messages about the name of the asset that it failed to load.
I had a slightly different case. Images were being loaded in the init function, which apparently doesn't work. I renamed that function to preload and suddenly the green squares are gone and the images show up.
My case was also a little different too; it appeared that all my image resources were loaded, but I think I was trying to create the sprites a little too quickly - in order words, I was trying to create and add sprites to my scene before the scene was properly loaded.
I'm going to try waiting until 'scene.scene.isActive(key);' returns a boolean of true.....maybe that's what will solve my issue. Failing that, I might just put in some sort of sleep/await promise of 1 second or something (not ideal, but might work)
ALSO NOTE: Part of the reason I was able to create my sprites too quickly was because I was doing so in my own custom function, not the typical create() function. Actually, the best solution is probably to create my sprites in the create() function and not a custom function...

UIWebView unsupported in ASP.NET CKEditor

I'm developing a locked down tablet app for students meant to bring up a testing website. Currently the site uses the asp.net version of the CKEditor control with no problems in Safari.
However, when I try to use the editor with the UIWebView control (because of the iOS versions we are committed to supporting, I cannot try other controls like WKWebView) I run into two issues:
The cursor seems to run away from the text (from what I can tell this spacing seems to have to do with spaces specifically although given how slowly it moves away from where new text is entered, it's hard to tell).
When the cursor reaches the bottom of the text box it will simply move below it, rather than adding scrollbars.
Is this simply a matter of the lag between the development of the base CKEditor control and its conversion to ASP.NET or is this a fundamentally broken part of the control?

Strange behaviour in my android app (Android 2.3.5) - Things get inflated wrong

I've been experiencing some very strange behavours in an app I'm developing. The app is not very advanced, it stores a couple of places in a sqlite database and is displayed in listviews, on a mapview etc. So, when browsing through my app after deploying it to my phone everything works great, but after a while one listview doesn't get inflated. A scrollbar appears as if the items were there but I can't see them. I push the back button to close the app. When revisiting the app my first view, which has two buttons, gets all messed up. The buttons fill the viewport and the background disappears etc. I can't figure out what's wrong.
Anyone else facing these problems? My phone is a HTC Desire HD with Android 2.3.5
The app is pretty "layout heavy", if you know what I mean. The listview items has custom background images, I'm using custom fonts etc. But the app is running smoothly up to the point when it freaks out and displays/don't display everything wrong.
My first thought is there is some kind of memory issue, ideas?
EDIT:
I believe this might have something to do with defining and using #00000000 as transparent color. Use #android:color/transparent instead.
SOLUTION:
So after doing some testing I found that what I previously mentioned in the edit really is the cause of this problem. I had defined the transparent color in my colors.xml as #00000000. This seems to work, sometimes... And other times it grabs a drawable instead, but not a drawable that is named "transparent", it grabs ANY drawable. Weird but true.
After some testing I finally found the cause of this problem. I had defined the transparent color in my colors.xml as #00000000. This seems to work, sometimes... And other times it grabs a drawable instead, but not a drawable that is named "transparent", it grabs ANY drawable. Weird but true.
So to fix this problem you should use #android:color/transparent instead when you want transparency on, for example, a view background.
If there are memory errors you should be able to catch them in logcat. You'll get "VM failed on xxxx byte allocation" messages (or the like).
Silly/stupid answer: often when I run into layout issues within my app, it's because I needed to do a clean build after having changed my layouts. You might want to start there.
Edit: You might also try the emulator, and if you suspect memory issues you could start the emulator with a small heap to force the issue to occur sooner. You can also check your heap usage in DDMS or with the Eclipse MAT to see if it's leaking.
I was experiencing the same problem on Galaxy tab even with #android:color/transparent. Was able to fix it only by replacing android:background="#color/transparent" with android:background="#null".

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