Is my approach flawed? Interaction Widget inconsistently triggering hover state over button

Hello,

I’ve added a Widget Component to an Actor Blueprint to achieve, “in world screen” behaviour. I have an image representing a cursor on the widget component’s widget class*, moving around based on mouse input, and a Widget Interaction Component pointing at the same location on the Widget Component. That all works fine, and as I aimed for.

*as I want the cursor to appear to be on the “screen” in world space

However, the OnHover state for buttons in the same widget seem to work inconsistently. The buttons can be seen to flicker in and out of the OnHover state as I move the image (pretend cursor) and the interaction component over said buttons.

If I offset the image (fake cursor) so that it’s not directly under the interaction component, the problem goes away (but with the added issue of where the cursor points not quite matching where buttons respond to at their edges).

The image’s behaviour > visibility parameter is set to “Not Hit-Testable (Self & All Children)”, so my expectation was that the interaction component would just ignore it, and this wouldn’t be an issue.

I’ve seen this in both UE5 and UE5.1

The actual question(s) then:

  1. Is there anything obvious I’m missing or doing wrong with regards to the interaction component intermitently working with the buttons due to the image seemingly being in the way?

  2. Is my approach to achieve the, “in world screen” the most sensible, or are there more practical alternatives that I’ve missed due to ignorance of other available features?

Thanks in advance :slight_smile: