# Issue with 3D Widget Interaction in VR (Quest 3)

**URL:** <https://forums.unrealengine.com/t/issue-with-3d-widget-interaction-in-vr-quest-3/2321777>\
**Category:** Programming & Scripting\
**Tags:** play-in-editor, oculus-quest, unreal-engine, editor, UI\
**Created:** [February 7, 2025, 4:06pm UTC](https://forums.unrealengine.com/t/issue-with-3d-widget-interaction-in-vr-quest-3/2321777 "2025-02-07T16:06:08Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![s.deriu](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@s.deriu](https://forums.unrealengine.com/u/s.deriu)\
**Post date:** [February 7, 2025, 4:06pm UTC](https://forums.unrealengine.com/t/issue-with-3d-widget-interaction-in-vr-quest-3/2321777/1 "2025-02-07T16:06:09Z")

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Hi everyone,

I’m working on a **VR game** tested on **Quest 3** , where interactions are handled using **motion controllers**.

I have a **3D widget** (an Actor with a Widget Component) that is spawned in the scene at **BeginPlay**. The widget contains a button that the player can click to close the widget and continue the game. The interaction is handled using a **Widget Interaction Component**.

The issue I’m facing is that sometimes the interaction with the **button inside the 3D widget does not work properly**. The **OnHover** event works inconsistently (sometimes it triggers, sometimes it doesn’t). Even when OnHover works, the button click does not work at all. However, when I **package** the project and run it outside the editor, **everything works correctly**.

Is this a **known issue**? How can I **fix or debug** this? Are there any specific **things to watch out for when using Widget Components in VR**?

Any help or suggestions would be greatly appreciated! Thanks! 😊
