No need for a widget interaction comp in this case. Hardware input enabled is all you need (widgets need their Visibility set properly, ofc).
However, I haven’t been able to get the widgets to register clicks. […] I’ve tested that the widgets respond to clicks in 2D mode
How are you trying? Perhaps it’s the testing method’s fault? It’d be strange, indeed, to get a hover but not the click. Do elaborate.
Hardware Input
lets the device communicate with the widget directly. The Widget Interaction Component
is like a software abstraction layer that simulates what the device is doing. The most straightforward implementation in an input-enabled actor:
The world-space widget component needs no hardware input in this case. We’re simulating it with a trace. And since we get to simulate, you can take it places where normal input cannot go. For example, you cannot (easily) interact with buttons using the keyboard. Now you can:
I’ll mash X and tell the widget to treat it as if it was a mouse click. The button will never know and fall for it.