Can menu anchors be used in VR with an interactive widget component?

Hi.

I’ve followed the tutorials on creating 3D interaction

https://docs.unrealengine.com/en-us/…getInteraction

The main thing i’ve found is that to use the actual widget requires creating an Actor blueprint and using a widget component and setting its “widget class” to the actual widget.

I’ve done this for three widgets - MainMenu, Options and a MenuAnchor - each of these widgets has an associated blueprint (MainMenuWidget, OptionsWidget and MenuAnchorWidget respectively).

But I can’t seem to get the MenuAnchor (which is set to the Main Menu widget) to open the MainMenu widget in the 3D world.

Attached is from the MenuAnchor onlick event - I know this is firing because after “Open” it is printing a string.

Thanks

Update

I’m assuming the answer is that a menu anchor can’t be used in VR to pop open a widget but what i did instead is just spawn the menu I want popped when with “on menu open changed”

Any news on that matter ?

Hi, I’ve played around now quite a bit now with the widget in VR.

I’m a bit confused by the question, but from what I can assume is that you want to be able to switch between three widgets.

The way that I find to work the best so far is to just set the current widget that is part of your widget to what you want it to be.

I tried using a widget selector, this would be the best way as you can store each widget as a child and set the active widget to the one you want displayed, however this has been problematic for me when I place more than 1 object of the same blueprint into the level and then it can only change on one object and the rest doesnt work