I’m trying to set up an interaction menu for objects that should become visible when you move your mouse cursor over the object, along with an outline for the object.
At first it works, however as soon as I move the cursor over the widget, both the outline and the widget start to flicker as it keeps calling an “end cursor over” event since the cursor is now over the widget and not the mesh, causing a enable/disable visibility loop.
I tried setting up a “on begin cursor over” event for the widget but it doesn’t do anything, so when I move the cursor over the widget, the game recognizes it’s not hovering the cube anymore, but doesn’t recognize it’s hovering the widget, even though I’ve enabled overlap events and all kinds of collision.
I have this same issue. I have a widget component and a static mesh component on the same actor. The widget draws a screen space fixed size rectangle around it. When i handle cursor movement (in a bp currently) i am doing a visibility trace at the cursor location to get the actor to indicate as ‘hovered’ which is actually turning on a different widget component, but no matter what i do i have not been able to get the actor to be returned as hit with the cursor within the widget box around it (which i can SEE as there) without mousing directly over the static mesh. The purpose of this whole thing is to expand the area around which an actor is selectable / hoverable. Is this just not supported at all for widgets or what?
Hi! You’ve probably answered your question. But if someone like me is looking for him now, I want to help you, friends. To distinguish when the cursor hovers over the widget and goes beyond it, there are two reasons that are in the widget itself and you need to call their name. Events On Mouse Enter and Event On Mouse Leave.