Can't interact with 3d UMG widgets

So for my mobile project, I used (successfully and seamlessly) the 3d widget component in 4.10 to handle the menu system. Since widgets can’t hold flipbook sprites, and sprites can’t render on top of umg, a blueprint actor with a 3d widget component and flipbook on top was the best solution. it worked flawlessly on mobile and never needed further thought. In order to use a certain plugin I’ve had to convert the project to 4.13 and I see that I can no longer do this so simply. In fact, I don’t see that I can use touch input for 3d widgets at all. Is this the case? If so, what can I do about rendering a flipbook over umg?

So in other words, this feature is now screwed up and doesn’t work anymore?

This is a good example why it feels like that this engine is degrading ever since the release of 4.11 …

Has anyone been able to get the widget interaction component to work via c++? I get a crash in the core code about it not having an outer. I am creating it like I do any other component.

Its hard to see attention always going to new features, and old issues being left out in the cold

This thread is no longer relevant. 3D Widget Interaction is a new feature, and it hasn’t been left out in the cold.

beat me to it. Here’s the documentation: https://docs.unrealengine.com/latest/INT/Engine/UMG/HowTo/InWorldWidgetInteraction/

That is using the center camera as an cursor. But how about getting focus and using keyboard ou gamepad?

Example: Dead Space Inventory Screen.

This works fine for Singleplayer but Multiplayer is still broken.

There is a public issue logged here: Unreal Engine Issues and Bug Tracker (UE-6411)

not fixed in 4.18 clients cant interacted with the 3d widgets after the first one interacts with it