The widget approach would be the most complex one and somewhat finicky to set up. You’d also need to learn about widget navigation on top of that. And widget interaction component is tracing at the same time and requires extra steps. I can only recommend it if there’s no other way to achieve what you want. As in, you’re using an obscure VR controller device and need a workaround.
- consider the modulo approach, it’s pretty much just math
- tracing has so many applications so you’ll need to learn in anyway…
a hint on how you would make the invisible UI widget popup and use a widget interaction component?
probably an overkill
- override the SMC and have it dynamically add an invisible widget component in world space overlaying the facing side
- bind an onMouseEnter and have the dispatcher report to the actor owning the SMCs
- the actor manages the highlights / behaviour
- use input to move / orient the Widget Interaction Component so it can hit specific tiles
Were you to go this route, you’d still need to do the modulo math (or widget navigation) and tracing and the same time. I eventually converted this to work with a gamepad (and mouse, and VR). It works fine but it’s a lot of work.