Clickable image isn't working

how weird and frustrating is this

Why weird - you set the widget root to be not hit-testable and all its children, that’s what you get. You can’t touch it…


I do not understand the hierarchy, is this a part of another widget? Widgets are super granular, each element has separate Visibility settings, including the root.

I suggested setting the root to not hit testable only if you do not want to interact with those widgets - it will disable ALL interactions. You clearly do, so do not do that and use other suggestions above.

If you have a complex menu:

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And want some widget to be interactive while others are left to their own devices, leave the root as Self Only Not Hit-Testable, and adjust other widgets’ visibility settings instead.

I can’t tell how you structured it or need it to work.

I’m talking about the mesh that once was a parent of the widget, i brought it back and i can’t see it in game.

This is a widget that i create and show in viewport that has different settings so yeah it has to be interactable

Did you assign a static mesh?

yes ofc

You know the drill, debug it step by step. All I know is that you have this:

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Not sure what you expect.

Okay i think i got everything to work again, but to click on the button i have to be really close to it. Is there a way to change the distance to where i can hit the button ?

As above:

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Trace Distance in the Player Controller - that’s why I asked about it originally.

yes and i looked for it and didn’t find it

It’s in the Player Controller. If you never created one and are using the default, you can do this somewhere on Begin Play:

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thank you so much for your help and patience !! <3

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I’m sorry, i have one more question xD

Since now i have many instances of my blueprint and each of them has a button, how can I tell if i click on that specific button, give me the info of that instance. Like each one has a specific target but doing it like this only gives the info of the last object of the list:

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@ForumGods: I know, I know…


give me the info of that instance

There is a couple of ways. Here’s one:

  • dispatch actor references when buttons get pressed; I added a new variable and an Event Dispatcher that spit it out:

  • pass the data to the widget first, setting the value of the variable created above:

  • use the custom dispatcher rather than a button (a button just tells you something was clicked, but not what was clicked)

That Owning Actor type can be just Actor, but it can (and probably should) be more specific - perhaps the class of the object owning the widget, so we can avoid casting.

thannnnnnnnnnnnnnnnnnks a lot