I’ve created a widget that will appear above an actor when they have a status effect afflict them. I’d like to have a tooltip show when the cursor hovers over the tooltip. While tooltips have been relatively straightforward in UMGs that aren’t used as user widget objects, I’ve been unable to get the tooltips working on those. Is this possible?
Select any Visible native element inside the User Widget and:
This allows you to construct and automatically destroy a User Widget tooltip.
If you Expose on Spawn variables, you’ll be able to pipe in data which the tooltip widget can use during Construct.
You can, ofc, just use the Tool Tip Text instead (top of the pic) but having control over how tooltips look like & behave is pretty handy.
I’m returning to this after hiatus from the feature. The above answer isn’t working. I’ve included a screenshot. If you look at the “1” with a white box around it, that is the user widget object. It also has my cursor over it and no tooltip is showing.
The other image is how I’m promoting it to a variable. I should note that the status box widget contains status icon widgets, which are what I want to show the tooltip.
Other troubleshooting procedures include:
- creating a tooltip widget, binding it, and ensuring the setIsEnabled is true when the widget becomes visible.
- I’ve changed the StatusBoxWidget User Interface Space to both screen and world. Both haven’t worked.
Any thoughts with a potential solution @Everynone ?
The above answer isn’t working.
Could you show:
• hierarchy of the widget
• visibility setting of the relevant hierarchy chain
• binding function
• the tooltip itself
• ensure the Hardware Input is enabled for the widget component - so we can actually use the mouse
The image you’ve included is not really relevant here.
Sure thing.
• hierarchy of the widget
PlayerPawn->StatusBoxUMG->StatusIconUMG
StatusBoxUMG
StatusIconUMG
• visibility setting of the relevant hierarchy chain
- upon creation, the icons are eager loaded and then collapsed
- when a status is added, their fields are set and then their visibility changes to visible
• binding function
• the tooltip itself
• ensure the Hardware Input is enabled for the widget component - so we can actually use the mouse
Please let me know if you need any other images for troubleshooting. Thanks for your help!
A new development, but not solution yet, is that the HUD is blocking this. When I change the HUD’s visibility to collapsed, the tooltip works as expected.
Alrighty, I figured it out. The HUD was blocking mouse events from occurring on the StatusIconUMG. In another thread, you answered how to make the widget Non Hit-Testable (Self Only) which solved the problem.
Thank you for your help, @Everynone !
@Everynone
VR + world space widget.
I have a world space widget.
I can’t activate the tooltips. is it possible to use a tooltips in a worldspace widget?
Yes, enable hardware input. But it’s weird since the tooltip has to occupy the same space as the widget. So it’s, generally speaking, borderline useless. You may want to detect interaction yourself and pop up another widget that serves as the tooltip.