UI Widget doesn't capture mouse movement

Hi everyone.

I’m trying to make a car racing game as part of a class project. I’ve built my project on top of the car template the UE provides.

I’ve created my own car pawn blueprint replicating the existing sportscar in that template. I wanted to add a GTA style radio to the game, so I’ve found this radial menu widget on the marketplace: DzX Radial Menu

I’ve managed to set it up, up to a point where I am able to show the widget in game by holding down the R key. But my problem is; I can’t make selections on the widget using my mouse. When the menu is shown on the screen, mouse movement doesn’t make any difference at all.

This is my car pawn blueprint, I’m calling the widget in this class as suggested by the widget’s developer:

I’ve tried changing the position of “set input mode game and ui” node, but it doesn’t seem to make any difference. I’m very new to both UE and game development, so please forgive me if this post is in the wrong place.

Can you point me what am I doing wrong? And this is an in-game ss:

I’ve set the hover effect to use that yellow marking, so I guess the widget is kind of working, but not as intended because I’ve done something wrong in the process.

Edit: I’ve submitted this after trying so many things to make it work in a hopeless mood, but right after sending this on to the forum here, very coincidentally I solved my problem.

Turns out, for some reason, the sector count I specified wasn’t saved on the widget. For anyone who’s having an issue with this widget:

  1. Click on the “RadialMenu” under hiearchy, and make sure that the division you set up is there:
    image

  2. Make sure that you set the behavior of your menu and buttons to “Visible” instead of anything else.
    image

Not sure about the second part is necessary (don’t know if widget handles that automatically) but I’ve done it anyway. And voila, that fixed it.