Configurator menu problems

Question in regards to a basic automotive configurator. I created this very basic menu system based on an arch viz tutorial, however there are issues with the way it functions and I can’t figure out where I fumbled. Here is the general menu system blueprint:


When I start the “configurator” the screen is obviously blank. When I hover at the bottom of the screen there is no menu, however there are indicators that the menu is in fact there, because wherever there are menu components like paints, wheels, calipers, interior, doors and lights the Tool Tip Text shows up telling you what you are hovering over. I was under the assumption that this was supposed to function only when the menu was visible.

Same thing happens when I initiate the menu:

The options even though invisible show tool tips. The problem is that the options overlap, as if they were all up yet invisible. What happens is that when I click on the paints and the options pop up they are overlapping the invisible wheel options. How do I adjust the blueprint so that the menu and subsequent options don’t overlap in the invisible state and only become visible and functional upon becoming visible? Does that make sense?
The other thing is how do I construct the configurator blueprint so that when I click on the wheels the paints automatically close and open the wheel options? Right now I have to close the paints menu and then open the other menus, otherwise they will overlap.
I’m learning so be gentle. :slight_smile: Thank you for any suggestions.

BTW this is the main menu configurator. It’s probably not the best but it works.

Thanks for the nice screenshots, made this very easy to find:

From what I can tell, you seem to be using “Set Render Opacity” to hide/show widgets. While this works for the rendering part, the “mouse interaction” logic doesn’t care about rendering and instead uses a “hit grid” based on all alive widgets. To affect both visibility and mouse interaction, use a Set Visibility node (see image):

Additionally, widgets also have this “visibility” exposed as a parameter in their details panel, so if you change that it’ll come in effect as soon as simulation starts.

For the other question, your solution seems fine tbh. If you have some unrelated menus and you want them to be exclusive, just do it manually, which should only be a few nodes of logic anyway. There are some built-in options with CommonUI and “activatable widget stacks”, but I wouldn’t recommend it.

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Awesome thank you so much. That SetVisibility node was exactly what fixed the invisible yet clickable overlapping issue. Thank you! :slight_smile:


Here is a rough preview of the configurator in action:

The last thing I need to figure out is how to close the paints menu for example when I click on the wheels menu and so forth.

Glad to hear the first part worked.

For the second part - it seems to work on the video, is it not? Not sure what the current implementation is (I don’t see any matching logic in the screenshots), but you could just store the current submenu widget (panel or whatever it is) into a variable when you open it, and then close the stored submenu when you open another one. And probably make this part of the logic (close old + store new) into a function or event so you don’t have to duplicate it for each individual button click event.

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It’s strange but the screen recording didn’t capture the mouse pointer. The way it works is that once I select a paint I have to click back on the paint icon to close the paints menu and click on the wheels to open the wheels menu. Too much clicking.
I have to redo the whole thing again in my original file because for whatever reason 5.6 keeps crashing when I try to open the file. Luckily I have the original saved in my drive in 5.4 .
Got to love UE…lol

Yeah didn’t notice that on the video.

Definitely try storing the opened widget panel in a variable then and closing it when opening another one. Should be simple enough if you do it in the main widget (the one holding all the buttons etc.).

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