The problem I’m facing is related to the behavior of the HUD widget when using the “InputMode” setting as “All”. As I understand it, when this setting is enabled, the cursor appears on the screen and I’m unable to move the character or perform any actions in the game. It seems as if there are invisible buttons waiting to be activated. However, my intention is to have the widget remain visible on the screen, overlaid on top of an image, without affecting the player’s ability to move the camera or interact with the environment.
I know that using “InputMode” as “None” would fix the issue, but that causes my Verse widget to appear behind the image…
I have tried various solutions, such as adjusting the widget’s “ZOrder” or changing the settings of the Blueprint widget. However, none of these solutions have resolved the problem. I even attempted to set the Blueprint widget’s image to a lower order (“-1”), but I didn’t achieve the desired results.
Before submitting this as an official bug report, I would like to seek your guidance and advice on how to resolve this issue. Could this be a bug in Verse? Are there any alternative solutions or specific adjustments I should consider?
I would greatly appreciate any help or suggestions you can provide. I have attached screenshots illustrating the problem for your reference. If you need any additional information, I would be happy to provide it.
I had the same and designed my HUD specifically to make it work with it. As far as I know the image will show behind the Verse UI when the input mode is All and in front of the Verse UI if the input type is None. It would not surprise me if this was an intentional decision
I’m not sure I understand correctly, but are you saying to use a single image instead of multiple images on the HUD plan?
In the UI blueprint, it seems that it limited to a maximum of six buttons. Is that correct? In Verse, I have more flexibility and can place as many elements as you want. However, in my case, I only want to display a text with a number on top of an image. If it were a button, it would be straight forward to place it in “All,” but it’s not an input, I unsure how to do…
I haven’t played much with UI blueprints since they were fixed. Mainly used Verse UI since it has more flexibility. But I basically did something like this to display the money balance (black part would be transparant):
But if you really wanted to make it look like it is 1 image, you could make a colorblock in Verse that is rendered behind the image and then draw the text aswell:
But I can’t use it here. Because I have an image below and the black bar (with verse) gradually disappears so that the background image (widget blueprint ui) is displayed.