I am creating a 3D main menu, where the buttons are in the scene itself. I have created a 3D widget which can be rotated around and it is interactable. I would like to know if it is possible to bend the widget? For instance the widget could be inside a cylinder and it would be bent according to the mesh sort of into a boomerang shape.
If I remember correctly the cylinder does not support hardware input - my bad. Perhaps you could look into Widget Interaction Component to circumvent this?
Yeah, it seems that it doesn’t support hardware input, no worries there. I will look into what you suggested, from the documents that I’ve seen so far, they could probably do the things I want. Cheers!
But not much more is available out of the box. More nuanced behaviours will require extra work. For what you described, this sounds satisfactory, though.
Hello,I’m a little confused after reading your solution,i have some detail questions。First,are your three text blocks three Actors or three Widget Components in one Actor ? Second,how many WidgetInteractions did you use?Third,WidgetInteraction has no DrawSize,how to make the response area of the click event of the WidgetInteraction just cover the curved TextBlock shape?
I tried it in my project but faild. Maybe something wrong in my way. My UE4 version is 4.25.3. Thankyou very much ! ! !
First,are your three text blocks three
Actors or three Widget Components in
one Actor ?
One actor, one widget component, one widget - this widget has a horizontal box and 3 elements in it.
how many WidgetInteractions did you
use?
One.
Third,WidgetInteraction has no
DrawSize,
Widget Interaction is an input method, it does not have dimensions, per se. It does not really exist in a physical space. It’s a method of emulation for the mouse / controller where traditional input is of no use.
how to make the response area
of the click event of the
WidgetInteraction just cover the
curved TextBlock shape?
The interaction traces from the camera towards the pointer projected into the world. If the trace does not hit the widget’s quad mesh, nothing happens. No additional setup is required here. Perhaps you’re referring to the Widget Component itself - it does have Draw Size and it can be adjusted in its details panel.
I tried it in my project but faild.
Maybe something wrong in my way.
We’ll never known unless you post details. Consider creating a new thread and feel free to @Everynone me, I’ll try to chip in.
Thank you very much. I have understood what you said. Here I think I can describe my work needs. I’m making a 3D UI based on Actor(not VR Game). You know I need to make one Widget Component on the Actor binds a WidgetClass(UserWidget),then I need a button of this UserWidget can be clicked when the Widget Component`s Geometry Mode is set to Cylinder mode.But It seems not work,that’s why I tried the way mentioned above(use WidgetInteraction)。
We can’t help you if do not post your setup. How can we guess how you set it up? Your description is clear but there might be something that is not wired correctly. The widget hierarchy can be incorrect. Maybe you’re using input in an actor with input disabled… there can be a 100 things that could have gone wrong.
Create a new thread, post screenshots. That’s my advice at this point.
No. The arc goes from 1 <=> 180. But you can make the material dual sided and flip scale into negative. Afaik, tracing from the back does not work all too well, though.
Thanks for you suggestion ! @Everynone
I really want to bend my widget components vertically. But, I only see that set the Geometry Mode to Cylinder and change the Arc will make it bend horizontally only ?
Is there any ways or trick to bend it vertically ?
Thanks for your help.