# 3D widget mouse event area incorrect

**URL:** <https://forums.unrealengine.com/t/3d-widget-mouse-event-area-incorrect/330996>\
**Category:** UI\
**Tags:** unreal-engine, bug-report, Widget, question\
**Created:** [September 4, 2015, 7:52am UTC](https://forums.unrealengine.com/t/3d-widget-mouse-event-area-incorrect/330996 "2015-09-04T07:52:59Z")\
**Posts on this page:** 7\
**Page:** 1

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**Author:** ![CrispyVitamin](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@CrispyVitamin](https://forums.unrealengine.com/u/CrispyVitamin)\
**Post date:** [September 4, 2015, 7:52am UTC](https://forums.unrealengine.com/t/3d-widget-mouse-event-area-incorrect/330996/1 "2015-09-04T07:52:59Z")

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Hi,

I’ve encountered a 3d widget interaction problem in UE 4.9.

As in following picture, widget accepts mouse events in incorrect positions.

 ![57110-3dui1.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/f/c/9fcb168c3ff93a57d9569bad82a3581a8e8c70ab.png)

I created this new blank project for testing. (I encountered this problem in my current project also.)

When the first time I created this new project and the widget in the scene, it works properly.

Widget can detects mouse events normal.

But after I closed the testing project and opened it again, it’s all gone wrong, UI mouse detection became weird and I don’t know why.

Here’s the link of my testing project: [Dropbox - UITest.zip - Simplify your life](https://www.dropbox.com/s/f8f8ur03x5a6sfb/UITest.zip?dl=0)

Open the project and it should loads test scene directly, press play and move mouse around and you should see the problem.

I’m not sure if it’s a bug or something I didn’t set correctly.

Can you help me with this issue? Thank you.

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**Author:** ![CrispyVitamin](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@CrispyVitamin](https://forums.unrealengine.com/u/CrispyVitamin)\
**Post date:** [September 4, 2015, 8:45am UTC](https://forums.unrealengine.com/t/3d-widget-mouse-event-area-incorrect/330996/2 "2015-09-04T08:45:22Z")

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P.S. Change widget pivot to 0,0 in component setting won’t work, it would cause UI rendering occlusion issue.

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**Author:** ![anonymous\_user\_e729f54e](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_e729f54e](https://forums.unrealengine.com/u/anonymous_user_e729f54e)\
**Post date:** [September 4, 2015, 2:25pm UTC](https://forums.unrealengine.com/t/3d-widget-mouse-event-area-incorrect/330996/3 "2015-09-04T14:25:05Z")

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Hello CrispyVitamin,

I was able to reproduce this issue on our end. I have written up a report ( UE-20777) and I have submitted it to the developers for further consideration. I will provide updates with any pertinent information as it becomes available. Thank you for your time and information.

Make it a great day

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**Author:** ![aerique](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@aerique](https://forums.unrealengine.com/u/aerique)\
**Post date:** [September 8, 2015, 8:04pm UTC](https://forums.unrealengine.com/t/3d-widget-mouse-event-area-incorrect/330996/4 "2015-09-08T20:04:06Z")

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It seems the hit boxes compared the the actual widgets being shown are rotated 90 degrees. So if I have three buttons stacked on top of eachother I have to move from the lower right to the lower left to highlight them.

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**Author:** ![anonymous\_user\_a4cc7aca](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_a4cc7aca](https://forums.unrealengine.com/u/anonymous_user_a4cc7aca)\
**Post date:** [January 5, 2016, 7:57pm UTC](https://forums.unrealengine.com/t/3d-widget-mouse-event-area-incorrect/330996/5 "2016-01-05T19:57:17Z")

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Still doesnt work in 4.10 and now the pivot workaround is gone too. I would give anything to have started my VR project in Unity.

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**Author:** ![hamsterPL](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/hamsterpl/32/1194680_2.png) [@hamsterPL](https://forums.unrealengine.com/u/hamsterPL)\
**Post date:** [January 6, 2016, 1:05pm UTC](https://forums.unrealengine.com/t/3d-widget-mouse-event-area-incorrect/330996/6 "2016-01-06T13:05:21Z")

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I had the same issue on 4.10 in standalone game. I made new blueprint with widget and it worked fine. I had pivot in 0.5 0.5 and rescaled it and it worked too.

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**Author:** ![MvMMoser](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MvMMoser](https://forums.unrealengine.com/u/MvMMoser)\
**Post date:** [January 7, 2016, 9:10am UTC](https://forums.unrealengine.com/t/3d-widget-mouse-event-area-incorrect/330996/7 "2016-01-07T09:10:11Z")

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having the same problem in 4.9 right now.  
Changing the coordinate space from “world” to “screen” on the actor’s widget component works nice. So i think it might be a problem with the screenToWorld/worldToScreen projection of either the input or the event area of the widgets.
