Hi there!
I’ve started doing a basic “sign reading” blueprint where an UI displaying text pops up when interacting with a sign/notice. Only problem (for now!) is that I’ve added a UMG button in my “sign reading UI” to dismiss it when you’re done reading it but I can’t figure out how to activate this button to dismiss my widget. I’m building my project with both a controller and a keyboard, and none of the inputs on any of those works. Or am I missing something ?
I want the button to be enabled as soon as the text pops up and to be usable/pressable whenever the player wants to dismiss it.
If I understand correctly the button you want to enable is a button from the palette. If so then the button should be enabled by default.
In the UI blueprint, if you select the button, there should be green buttons for onClicked, onPressed, etc…
If you hit onClicked it should take you to the event graph where you want to connect either a set visibility with visibility to hidden or whatever logic you need and remove from parent based on your needs.
Remove the logic after set to viewport
And remove from viewport after OnPressed

So to answer the first part. You can enable input from the UMG itself
As for the second part, I actually answered a question similar to this the other day. Maybe it will help you, Problems with launching the menu - Blueprint Visual Scripting - Unreal Engine Forums
Hopefully I am understanding you correctly
If I understand correctly, you need to place your logic before remove from parent. Remove from parent destroys the widget and won’t run anything after
Actually forgot to set the post to resolved. Could not sleep tonight so I went to UE4 and made a bit of research. Trying to get another key to press the button would have been a pain for me so I flushed most of the blueprint and made a new one. In this one I removed everything after onpressed and replaced it with a flipflop in my sign BP. That way I’d be using the same key to open/dismiss the reading of the sign. That also fixed my other problem and now the two UI are alternating with the flipflop. I changed the button color with a very small delay so it would act as an indicator to dismiss the text.
Thanks again for your time!
Ok. Your button should be already active. Just to be sure, check in the UMG designer if it is enabled and set to visible(hit test).
After that you should provide a screenshot of the functionality starting from the on clicked event of your button, it is possible that something was missed, let’s check together.
Yes that’s exactly what I did, except I used OnPressed instead of OnClicked (as I’d rather select it using keyboard/controller instead of the mouse). No matter which key I press, nothing happens. I know I’m missing some basic detail but can’t quite spot what exactly.
Here’s what it looked like yesterday (I removed the Is enabled node from the first one based on your comment now) :
The button was not set to enabled, I used to enable it from within the blueprint, but I changed it now, and it is set to visible. I posted screenshots on an answer above. I know I’m missing something but figuring out what is a bit more complex than I thought.
Vivalabugz 's answer should be fine
Simpler makes sense, thanks.
However I did it this way in the first place as I have a disable input node before creating the widget and I have enable input after remove from parent. If I use remove from parent after onpressed, I have nothing to separate add to viewport and enable input from the other blueprint.
Other than that, I added earlier today an event construct that leads to a set input mode UI only. This way I can activate the button with space and the bottom button on the controller. My problem with that is that I was not planning on using that button/key and there’s no way to change it. I also saw another bug with that when I move the arrows/joystick I can move between my widgets on screen.
Any input on how to fix any of this? Thanks again.
Nice! It works now. Only got one problem now… I also had a set visibility for my other UI at the end of all this. I tried adding it at the end of this UI (after remove from parent) but set visibility with a reference to the other UI is not working, same if I try adding a custom event. Only way I can get my other UI to show once this one goes away is if I create the (2nd) widget and add it to viewport from within the first widget. I don’t know if it makes any sense. Any tips on how to make it simpler ? Thanks again, and I’ll give a look at the other thread later tonight.
I got the second part fixed. I used your link and added set ignore look input but it didn’t do quite the trick so I checked back the UI concerned and noticed I had used a text box instead of a text from the palette, which caused me to be able to type in that text box.
So now I’m only left with 2 small problems left to fix.
I’d like to change the key used to activate the onpressed node.
My BP is build with an UI that serves to show the prompt to interact with something. I create it when you enter the collision box and I set it to hidden when you either exit the collision box or press the prompted key. Once this UI is set to hidden, I create my UI to read my wooden sign. Once you’re done reading the wooden sign, the other UI is set back to visible to show the prompt again in case you would want to re-interact with the wooden sign.After swapping most nodes from my sign BP to my sign UI like you suggested me to do, I can’t find where to put this one up.
Bonus : The last thing I’m missing to get these two BP to be (sort of) perfect would be to find a way to get a text array (where I got all the different sign messages in) to appear on my UI based on an integer value editable that I would set when placing the wooden sign in the world. I already have this working, but for some reason the text is always the same when I’m placing more than one sign on the map. Anyways, this problem is not really related to the original problem so I don’t want to bother you too much with this one.