DragDropOperation consuming GetHitResultUnderCursor

Hi,

I am trying to build an inventory drag and drop system. In my game I currently set the characters rotation using Get Hit Under Cursor by Channel every Tick.

Inside my item/inventory widgets I use the On Drag Detected and Create Item Drag Drop Operation but lose the ability to get hits (returns False), breaking my character rotation :confused: I presume this is part of the Drag Drop Operation, is there a simple way around it?

I tried changing the game modes, changing rotation method and a custom DDO but no success. I am now trying to record screen mouse position during On Drag Detected, then use an event dispatcher and bring that back to the player, but then cant seem to get the Rotation value matching the numbers in the hit version. I’m still quite new to unreal so apologies if this is a silly question

Any help is appreciated!

Yes. Or to be more precise - it’s the widgets getting priority access to mouse input.

is there a simple way around it?

Check this out, see if that helps:

Massive thanks for sending this through, helped me understand World Location and World Direction a lot better and how to correctly setup Line Trace By Channel. Here is the solution that seems to work!

I have this inside my PlayerCharacter and works well enough, the Line Trace By Channel is a bit weird in the Y direction when you do small movements up and down near the player? I have future ideas/mechanics that may address this so haven’t looked into that yet.

Hopefully will help others too

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