getting 2 widgets that are not full screen to have focus at the same time

hi

i am struggling to get 2 widgets that are neither full screen to simultaneously have focus so that they are both hit testable
the widgets do not overlap and do not render full screen
when i use widget reflector i see the widgets both are hit testable but only the buttons on the 1 widget are hit testable, and the buttons on the other widget are not

thanks

  • create 2 widgets, each with a button
  • add them to the viewport, set their size and position

Both will be clickable. No need to do anything else in this very scenario.


Sounds like you set it to be non hit-testable. They are (and should be) Visible by default.


Also, only one thing can have focus at a time; which can then be shifted automatically or manually to the desired element.

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yes i now double checked that i did not make the widget not hit testable
the widget is hit testable

it seems to a focus issue again
when i switch the construction of the widgets around, the last widget being constructed is hit able
neither widgets are full screen and neither should be in each other’s view / face / place
yet it does not seem both can have focus or be focusable at the same time or i need to know how to resolve such

Why would you ever want this - this is not a thing; it sounds like you want to click 2 buttons simultaneously. You either click one or the other, right?


Are we talking widgets or widget components?


  • widget:

  • clickable:

  • script:

Focus is handled automatically. That’s what I got from your description.

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lol
you always make me smile in the middle of serious debugging
i am trying to break up a main game widget that is generally persistent (always visible) throughout the game and full screen into smaller widgets that are not full screen and less persistent
we are talking both widgets (widget blueprints) and widget components (widget component stuff on a widget / in a widget blueprint)
seeing there will now be multiple non full screen widgets it is indeed possible to have multiple buttons pressable at a time. though only 1 to be pressed at a time

thanks

This is the default behaviour, yes:

Regular screen space widgets + widget component in world space.

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only now saw your edit
i have what you have except the set position node. i do that within the widget through translation
maybe i should rather try set position in the invoking blueprint

thanks man

problem was set position node lacking
seems not good if i use transform > translation in widget blueprint
i suppose widgets are still on top of each other though translated

PS: your widgets are prettier than mine

This will only matter in widget components, the part of the widget that was translated and now sits outside of the plane the render target paints on will be invisible. Button shifted to the left:

This part of the button is non-interactive because trace projection cannot be resolved here.


This will only matter in widget components

Unless the parent container clips the bounds. But then again, the button would be invisible rather than non-interactive.

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yes problem is widget reflector does not show which widget is in front
it just shows that you cant reach the widget
i saw that the widget was reachable but not the button on that widget without able to see what is in front

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