I decided to give up on keyboard nav because it wasn’t essential for my game, it can make do without it, but I still want it.
And yes, now echoing what you have posted, I find it really odd that they bothered with a solution that doesn’t support multiple inputs - the most obvious scenario is WASD+Arrow keys for menu nav haha. Sensing a pattern.
This is one of the best plugins ever developed for Unreal, together with GAS.
But there is one pending issue, I think: clicking with the mouse outside the widget it loses the focus, and even gamepad doesn’t work anymore. Is there a way to handle this, different of polling frequently to check the focus state?
This is great, but how do you solve keyboard navigation?
Do you have to run a OnTck and check every button if keyboard is focused and then trigger the hover state manually? Very painful.
If its possible better to use “lists” like CommontTileView/ListView/TreeView its easier to take selected item for example I have EquipItemScreen on press “E” you can get selected item
Hello! I was wondering how I can use Enhanced Input instead of the inputs from the common UI input action data table? I believe this is possible and I know there’s an option to turn it on, but I can’t find a way to make it work on my own.
I did it by overriding CommonActivatableWidget::GetDesiredInputConfig() in BP. Some widgets I want to show, but allow the character to move around, but some I want to disable the movement of the character while they’re on the stack