Hey everyone,
I’m working on a phone system in my game and need to mirror the same UMG widget that’s on the screen into the 3D world (on a phone mesh). This widget has a lot of animations, variables, and visual logic, so manually syncing a second widget copy would be very time-consuming and the result wouldn’t be ideal.
Here’s what I’ve done so far:
When I create and add the widget to the viewport, I also use SetWidget to assign it to a WidgetComponent on the phone mesh in the world.
It works as expected and the phone shows the widget correctly.
But, when I try to interact with the on-screen version, it starts glitching. Hover events are triggering incorrectly, and some animations go off screen or behave weirdly. I also noticed it’s related to ticking: if I set the WidgetComponent’s tick interval to 1 second, the glitches reduce but don’t fully go away.
What I want is to display the same widget both on screen and in the 3D world, but only the screen version should be interactive.
So, is there a correct way to mirror a widget from the viewport to a 3D mesh without breaking hover events or UI input?
Thanks in advance!