Cursor Radius not taken into account when doing hit test grid

Hi,

I’m using AnalogCursor and I have been trying to get the cursor radius to work so that selecting UMG widgets using a radius will work but I asked this question almost 5 years ago:

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and it is still broken.

Does anyone know if this will end up getting fixed so it works? It’s kind of a shame that its not working and its making our virtual cursor UI half broken because the radius is so large for the UI but it things dont get selected until the center of the cursor widget is overlapping something.

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Hello [mention removed]​,

Thanks for the report. I set up a minimal test project on my side to investigate this behavior. I configured a large cursor radius via

FSlateApplication::Get().SetCursorRadius(...)and confirmed that the radius value is correctly stored in FSlateApplication. However, when following the hit testing flow into FHittestGrid::GetBubblePath, the cursor radius parameter is not used.

I was able to reproduce this behavior in UE 5.7 and is still present in a recent source build from UE5-Main (CL 51489390).

From the code path it appears that the hit test grid only evaluates the cell containing the cursor center and does not expand the search area based on the cursor radius.

Since the earlier thread you linked references the internal issue UE-105183, I’m going to check whether there have been any updates on it.

If building the engine from source, one possible experiment is to set TestingParams.Radius to CursorRadius in FHittestGrid::GetBubblePath. This allows the existing overlap checks in GetHitIndexFromCellIndex to consider a non-zero cursor radius, though it may still produce inconsistent results based on my testing.

I’ll follow up once I have more information about the previous ticket.

Best,

Francisco

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I have had that change in my engine for years, and it hasnt ever worked, is it possible to get this fixed?

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Hello [mention removed]​,

I checked internally with Epic regarding the previously referenced ticket (UE-105183) and it appears that it has not been updated for a long time.

I will be raising a new report for this issue and linking it to the previous one for context so the team can investigate and handle an appropriate fix.

I’ll follow up here once I have more information to share.

Best,

Francisco

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Thank you very much, looking forward to using this once its fixed :slight_smile:

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Hello [mention removed]​,

I’ve gone ahead and filed the bug report for the engine team to review and adress this issue. You will be able to track its status at the following link: https://issues.unrealengine.com/issue/UE\-369935\.

Please note that it may take some time before the issue becomes publicly visible.

From my investigation, this likely requires a larger engine-side change in FHittestGrid::GetBubblePath rather than simply setting TestingParams.Radius to CursorRadius.

Could you let me know whether this is currently blocking your work, or whether you are okay waiting for an official engine fix? If there is nothing else needed on your side for now, I can go ahead and close the case.

Best,

Francisco

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