Menu issue using UserWidget

Hi, I’m trying to build a menu using a dedicated level for it and a UserWidget, with just an screen canvas and some buttons.

If I build the project from scratch, everything works perfectly. No issues, and buttons are working (can be clicked, an events executed like printing, loading another menu, etc.).

But, if I build the new level on an existing project, buttons don’t work. Them are rendered but cannot be pressed, no events are executed, an so on…

Things I’ve already tried:

  • Change ZIndex (nope).
  • Added a new PlayerController for that specific level and enable all controllers (nope).
  • Remove all old levels, leaving only the Menu (nope).

Any idea? Looks like it is quite easy, but I cannot fixed it…

I’m using UE5.3, a new Level as the Menu with no elements but a UserWidget on the Level’s Blueprint.

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Are you using widget components in world space or just 2d widgets? Could you also explain how you add / show the widget?

a UserWidget on the Level’s Blueprint.

So, Begin Play → Create Widget → Add to Viewport? If that’s it, could we see the hierarchy of the widget?

Thanks for the fast answer.
Yes, I’m using level’s Blueprint. Using this same graph on a new project works just fine.

An the Widget is very simple: just an image and some buttons. It works, but buttons cannot being pressed.

Event is configured on the button and is marked as Variable:

  • could we?

If I build the project from scratch, everything works perfectly.

  • what does it really mean? What are the circumstances under which it does work correctly?

But, if I build the new level on an existing project, buttons don’t work.

  • are we talking about the same widget working in one place and not working in another?
  • do you have any other widgets added?
  • did you try using the Widget Reflector to debug it?

It seems like you’re having trouble with your menu buttons when building on an existing project. Have you tried checking if the button elements are properly connected to their respective functions in the existing project? Sometimes, when adding a new level, connections might need to be reestablished. Also, ensure that the input settings for the buttons are correctly set up in the UserWidget Blueprint. Double-checking these connections might help fix the button functionality.

Here is the hierarchy:

Same widget, working on another project (built just identically), works.
No other widget added.

When using Widget Reflector, buttons are not identified… And it gave me a few tips…
First, is the one working:

Second one, it isn’t. I’ve build it just identically. Only difference: in the one which is not working I’m using ImGUI, and looks like is identifying the widget as ImGUIWidget (which is not).

I’ve select UserWidget to create it, not ImGUIWidget… Any idea?

Utterly unfamiliar with this, sadly :melting_face:

Well, thank you very much!!
Thanks to your suggestions (use Widget Reflector) I’ve solved!

We need to pass events form ImGUI to Unreal by checking the option on ImGUI plugin settings. I found the reference here:

Now events go down to Unreal triggering everything.

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