์•ˆ๋…•ํ•˜์„ธ์š”

์„ ์ƒ๋‹˜๋“ค


ย  ย  ย  ย  ย  ย  // ํ˜„์žฌ ํ™”๋ฉด ํ•ด์ƒ๋„๋ฅผ ๊ฐ€์ ธ์˜ต๋‹ˆ๋‹ค.
ย  ย  ย  ย  ย  ย  // FIntPoint ScreenResolution = GEngine->GameViewport->Viewport->GetSizeXY();
ย  ย  ย  ย  ย  ย  // UE_LOG(LogTemp, Warning, TEXT("ScreenResolution: %d x %d"), ScreenResolution.X, ScreenResolution.Y);


์œ„ ์ฝ”๋“œ PC์—์„œ ์ž‘๋™ํ–ˆ์„ ๋• ์ž˜ ๋‚˜์™”๋Š”๋ฐ์š”

์•ˆ๋“œ๋กœ์ด๋“œ์— ๋นŒ๋“œํ•ด๋ณด๋‹ˆ๊นŒ X, Y ๋ชจ๋‘ 0์œผ๋กœ ๋‚˜์˜ต๋‹ˆ๋‹ค

๋””๋ฐ”์ด์Šค ํ•ด์ƒ๋„ ๋งž์ถ”๋ ค๊ณ ย 

float AspectRatio = static_cast<float>(ScreenHeight) / static_cast<float>(ScreenWidth);


์ด๋Ÿฐ ์ฝ”๋“œ๋ฅผ ๋„ฃ์—ˆ๋Š”๋ฐ 0์ด๋ผ์„œ ์—๋Ÿฌ๊ฐ€ ๋‚˜๋„ค์š”

์•ˆ๋“œ๋กœ์ด๋“œ์—์„œ๋Š” ์ € ์ฝ”๋“œ๋ฅผ ์‚ฌ์šฉํ•˜์ง€ ๋ชปํ•˜๋Š”๊ฑด๊ฐ€์š”?