This is set up very correctly and should / would work under regular circumstances. I put the above script in the fps template and it works as intended - the focus is passed back to the controller once the widget is gone. Using v4.25
Is there anything in the widget’s Init / Construct that could affect the way things work?
Hello everyone, this is my first question here. I have been using unreal engine for the past two years and I never had a problem like this.
I have a widget with different options and if I pressed any button and then quit the widget my camera doesn’t move anymore with the mouse.
I have tried everything I could think of: I use input UI and gameplay to focus the widget and focus game only when I stoped using it, I tried disabling and enabling inputs, set ignore move input, set viewport mouse capture mode, and nothing works.
So I saw your comment and I decided to implement my code in a new project and it worked as expected. So that meant that the problem was somewhere else. After searching I noticed that I had “use mouse for touch” and “enable gesture recognizer” checked because I wanted to test some features for a phone in the viewport. After unchecking them everything works again!