OnHover event for buttons (makes custom UI useless)

Using custom buttons in UI is unusable for published games due to the lack of OnHover events.

For developing and playing on mouse and keyboard it is fine, however on controller menues are unusable as the user can’t know what they’re currently selecting with their controller.

I made a custom inventory, on controller it isn’t functional: https://www.youtube.com/watch?v=lZxC5Lhl9Fw

@flyingpigbaby Thank you for your feedback. While I cannot guarantee a response, I can confirm that this has been forwarded to the appropriate team.

hi @flyingpigbaby , thanks for reaching out with your post.

To start with, I’m curious how you’re doing what you have set up so far. I guess you’re creating button objects and using their SetWidget() function to assign a texture_block?

If so, you’re right, there isn’t a good way to do what you’re looking for at the moment. The team does recognize the need, it’s not the first time we’ve encountered it, and we’re discussing the best way to provide this in a way that works smoothly across all platforms and devices including console and mobile/touchscreen.

For the time being, the team suggests keeping things as simple as possible, building text buttons into your layout for users to make the initial selection, choose the new slot, and so on. Like perhaps a “SELECT” button under each tile.

The downside is that your design might lose some overall polish and look less sleek and minimalist. The bright side is that because you’d be using the standard text buttons, you’d have less custom work to do micromanaging how the buttons respond to interactions across different platforms.

I recognize that’s frustrating – when you have a nice design that you’re happy with, it doesn’t feel good to have to make compromises to the look and the interaction patterns. Maybe there’s a way you can turn the limitation into an advantage by also updating the button text to help make the next step in the workflow clear to the player. Like for example, the text could start with “SELECT ITEM”, then OnClick, it changes to “SELECT NEW SLOT” or something.

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Hellooo @Ro-Su , yeah currently I’m just using the button class on top of a few other widgets, shadow texture, background and coloured border.

Glad to hear it’s in the works/being discussed, I guess you’ve gotta think about doing it properly first try, good luck with that.

That’s a good suggestion yeah, but you’re right about it losing it’s feel, having a big yellow/blue button next to every item slot, and the text would be quite big so it’d make it very bulky. But yeah would be a good workaround at the current time.

The project is going to take a while so I probably won’t workaround it yet, will hold out some hope I can do it properly later on lol.

Do you have any idea of a time frame?

Thanks for the reply, I appreciate the openness a lot :slight_smile:

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No timeframe that I could give you would be accurate :slight_smile:
Sorry it’s not better news.

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No worries I understand, thanks for replying and giving information :slight_smile:
Good luck with figuring it all out!

Hi, came back to UEFN after a while and sad to see the UI system hasn’t had many changes.

This hover event stuff still seems impossible, it’s such a crucial part of UI, are there any updates on this?

We absolutely need more functionality with UI tools. You gave us the ability to animate UI elements without allowing us to play those animations through the widget graph… Come on guys, we NEED proper tools instead of clunky workarounds.