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Your HUD on every screen

The HUD canvas is 1920×1080 — but players are on phones, ultrawides and TVs. How UEFN scales your UI, what breaks, and the editor tools that keep it safe.

Last updated 2026-06-12

1920×1080 is a unit, not a resolution

The HUD canvas measures 1920×1080, but those are reference units at 1080p — Epic's own API docs define UI distances as "units where 1.0 is the width of a pixel at 1080p resolution". On a 4K monitor everything is drawn twice as large; on a phone, smaller. The engine handles all of it.

Practical consequence: you never need to think about resolution. A widget that is 300 units wide takes the same share of the screen height everywhere.

Aspect ratio is the real variable

Scaling is locked to the height: every screen shows exactly 1080 units vertically. Width is where screens differ — and wider screens show more, never less:

  • 16:9 monitor or TV → 1920 units wide (your canvas exactly).
  • ~20:9 phone in landscape (Fortnite mobile only plays landscape) → ~2400 units.
  • 21:9 ultrawide → ~2520 units.

Nothing gets cropped on a wide screen — there is simply extra width. The catch: a widget placed at x = 1620 sits near the right edge on 16:9, but 480 units away from it on a phone. Absolute positions are measured from the left, so the right side is where layouts drift.

Pin to edge = the responsive mechanism

A pinned widget (Pin to edge in the Properties panel) is positioned as a fraction of the real screen: pin it bottom-right and it lives in the bottom-right corner on every device, whatever the width. This is the only mechanism that adapts to aspect ratio — use it for anything that should hug an edge or corner.

💡 Tip

The editor nudges you automatically: an unpinned widget near an edge shows a "Pin" suggestion in the Properties panel, one click applies it and converts the coordinates.

The safe area (and why Verse needs it)

Phones have notches and rounded corners; many TVs still crop a few percent of the edges (overscan); consoles let players shrink their UI zone. Fortnite's own HUD repositions itself automatically inside each device's real safe region — that is why it can hug the edges in your screenshots.

Verse UI does not get that treatment. Widgets added through Verse ignore platform safe zones — a confirmed limitation Epic closed without a fix (ticket FORT-938934). Your widgets are drawn at raw coordinates on every device. The compensation is manual: keep important content at least 5% away from each edge (96 units left/right, 54 top/bottom at 16:9). That is the classic "title-safe" band from TV — and the orange Safe area guide in the editor.

⚠️ Watch out

The safe area applies to your widgets only. The game's own HUD manages itself — seeing Fortnite's minimap outside the band in a reference screenshot is normal, putting your scoreboard there is not.

The three editor tools

  • Safe area (bottom toolbar) — draws the 5% title-safe band and outlines any widget crossing it in amber.
  • Device preview (16:9 / 20:9 phone / 21:9 ultrawide) — renders your layout at the real width of those screens, read-only. Pinned widgets follow the edges; the dashed line shows where the 16:9 design area ends.
  • Screenshot underlay — upload a capture of your island in-game and build on top of it. It is the only HUD reference that stays current (Fortnite's UI changes every season). The editor detects the capture's aspect ratio and offers the matching device frame, where the alignment is pixel-exact. Stored locally in your browser, never in the project.

📌 Note

Recommended flow: take an in-game screenshot on the device most of your players use → upload it → switch to the matching frame → place widgets inside the safe band, pinned when they touch an edge → sanity-check the other frames.

See also