I have a Widget Interaction Component
that should be set up correctly according to several fourm posts.
Trace Channel: Visibility
Interaction Distance: 1500 (Note, widget is less 500 distance)
Interaction Source: World
Enable Hit Testing: True
And my actual widget located in the world:
Space: World
Geometry Mode: Plane
Receive Hardware Input: False
Blend Mode: Transparent
Visible: True
Yet for some reason, my widget won’t register user’s input at all? My widget contains a button that checks for OnClick
and OnHovered
and neither trigger.
(Attached is the code checking for the reaction, and the code giving the reaction.)
yes it does. But neither “Hello” prints
This setup seems fine as is. It’s something else that has not been addressed.
Things to double check:
-
can the input tunnel to the button - does the widget hierarchy allow it via the Visibility
setting? As in, place a button in a border, set the border to Not Hit-Testable
and the button is inaccessible all of a sudden. We do not want that. Perhaps test it with just a button and nothing else in the hierarchy.
-
Interaction Source: World
- shouldn’t this be set to Center Screen
? Is this for an FPS?
So my widget has a Canvas Panel
with a child Button
. CanvasPanel USED to have Visibility: Not Hit-Testable(Self Only)
. I quickly changed that to Visible
in hopes that was it. But no change.
The widget has NOTHING else besides Canvas Panel -> Button
and I created a new widget, deleted the default CanvasPanel and set a button as the only and main child of the entire blueprint. Then checked for OnHovered
and OnClicked
and neither ran.
Interaction Source: World
is correct, because my game is for VR and I want the player to be capable to click a button. (But I did try once setting it to center screen, but still no luck) That’s why the Event that runs the log Should Press
detects the trigger. So the Widget Interaction Component
is a child of the Motion Controller Component
which is a child of a PlayerPawn
so it looks like:
PlayerPawn
-> Motion Controller Component
-> Widget Interaction Component
and I have the debug lines on the Widget interaction component, so I can see that the controller is pointing at the widget. AND the debug line just goes through the widget.
Hey, I might’ve found something. Like JUST found it seconds ago.
So my “main menu” for my VR game is INSIDE a inside-out sphere, when I took the player and the widget out of the sphere, it started working. Is there something like collisions that can mess it up?
yeah that was it. Disabling collisions on the sphere fixed it. I have no idea why. Since the debug trace said it was hitting nothing.
Thanks for helping me out 
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I think the debug trace only reports positive hits. As in: it’s tracing for something specific (like trace for object type), ignoring everything else.
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