After digging into the WidgetInteraction component, cross-checking a ton of stuff, I realized that the reason my 3D UI was not handling selection correctly is that:
The crosshair in the demo project (at least using C++) is off by 8, 28 pixels from being in the center of the screen. ![]()
I don’t remember changing this, and there might be a good reason for it, but the reason for the crosshair not being centered is is this initialization code in the HUD (the crosshair itself is a 16 x 16 image):
// offset by half the texture's dimensions so that the center of the texture aligns with the center of the Canvas
const FVector2D CrosshairDrawPosition( (Center.X),
(Center.Y + 20.0f));
I understand the stated intention in the comment, but centering by adding 0, 20 wouldn’t work (?)
Just FYI!