Not sure if we can open this on a mobile device
Steps to Reproduce
We subclassed UCommonButtonBase, ie:
MyButtonWidget : public UCommonButtonBase
and then we used a view binding for its Enabled state to drive whether it shows enabled or disabled textures. We also have some click handling defined on the button, in particular, we want to consume the click input so that it doesn’t go into the game world
When we disable the button, on windows and Android, clicking on it seems to consume the input. If we do the same on iOS, the input does not get consumed and seems to fall through UMG
Are we meant to be using the Enabled state on the Button to capture this state? Do we need some other method to handle inputs when the button is Disabled?
Hi Dan,
Can you check if the button’s touch mode is set to Precise Touch for starters? It is possible that iOS it gets a native TouchStarted event and on Android it gets the MouseDown first. This can be confirm by overriding OnTouchStarted in SCommonButton and having it do the same thing as SCommonButton::OnMoustButtonDown, That would likely fix the issue if that is what is happening. If this doesn’t resolve, could you provide a small repro?
Best regards.