This is the current issue I am facing. I have a level select. The level select is a globe the player can click and rotate to select the levels. When the player hovers over the levels the objects indicating that level animate. When the level is clicked an event is activated and causes the camera angle to change and presents a selection screen.
This process works when I play test the level which is called World Map. However, when I load this level through the persistent level the process no longer works. When mousing over the levels the animations do not trigger. The animations will only trigger if I repeatably click and hover over the level .The animation will play frame by frame as I hover and move the cursor over the level. The event that triggers on click does not activate at all.
When attempting to fix this issue I checked to make sure any widgets were on Not-Hit Testable. I used the print string to test if the persistent level was capturing any objects under the cursor and yes the objects were being detected. I also made sure that on the persistent level and World Map level None was set on the Default Pawn Class. When the World Map level loads the Player Character is loaded in and possessed. I tested to ensure that during the process the player is correctly possessed and player controller controller is also properly working.
Print String top left on World Map when cursor is over globe
Really strange behavior. I’ll just spitball some ideas.
In your Player Character class, do you have PawnClientRestart implemented? Assuming Enhanced Input here.
Shouldn’t need this, but look at the logs to see if the input config changes when you load a level. You may need to recapture the mouse. So maybe set the active UI Input Config again once you load a level.
How are your events triggering? Are you using Enhanced Input actions? Or direct event on mouse clicks? Or something else?
I do not have a PawnClientRestart implemented. Enhanced input is being used.
Checked log and no changes to input config but did put a Set Input Mode Game and UI node this had no effect. I also tested Set Input Mode Game Only node and this made it so I could do nothing. I was unable to even move/rotate the globe.
The events are triggered with an invisible mesh that sits where the level is. The event is triggered by the On Begin Cursor Over and On Clicked Event .
I did just now change it to trigger on an Enhanced Input Action and it does trigger the camera change and presents the selection screen but the mouse is not triggering the UI Prompts. This is even with putting a Set Input Mode UI Only node
If you’re using Enhanced Input, you need to implement PawnClientRestart. Not saying this will fix your issues, but your mappings won’t work correctly until you implement this when you load a level.
I could be wrong, but isn’t SetInputMode the old way to do things. I think you’re supposed to use the Action Router now. Still don’t think this will do anything. But mentioning it just in case.
Oh, I just remembered something. The first level uses your project settings for the input mode.
There’s project settings under Engine->Input->Viewport Properties. In there, there are three settings. You could try setting these back up manually (via input mode) since they appear to work on startup. And check the default input classes as well just underneath for Enhanced Input classes.
If none of that works, then I don’t know. It just reeks of input mode to me, but I can’t see how at the moment.
Thanks so much @AlienRenders I implemented the PawnClientRestart and setup the viewport properties manually and so far everything is working as intended. You are awesome!