I have 55 variations of buttons for a radial selection UI, and instead of Unreal treating their visual geometry as mouse collisions, it just treats their scale as collision, even though I’m not hovering over anything visually.
I found this:
but seems extremely tedious and would provide me with much more work than it realistically should take.
How does one handle custom button images without the collision being incredibly off? Thanks!
Are these buttons supposed to be used in UMG Widgets, or be applied on meshes in the game?
If they are going to be used for Widgets the solution best suited would be hitboxes. You can however use mouse trace and use that as a detection method instead, however I am not sure how well that would work with Widgets. I know that it is simple to use if you are going to have the actual material displayed on a mesh.