Hi I’m working on a project where we have several interactive elements such as remotes that take user input. I’ve been trying to accomplish this by parenting a 3D UMG widget to my model which will have transparent buttons. In testing this with non transparent buttons I’m getting some funny results. My UMG widget is very simple, just a canvas panel with three buttons that have their “hover” tint set to a yellow color and a tooltip text to come up. The buttons only seem to work however in certain spots within the canvas panel. In the image below the buttons circled in blue work just fine. The middle right section of the canvas panel however seems to be a dead zone. The UMG button that spans the whole center only works on the right side. As soon as my mouse cursor makes it to the left side the highlight works. Oddly enough if I move this whole button up in the canvas the whole button works. I originally thought it could be the trace distance but setting that to a very high value still yields the same results. I know that I can achieve what I want using trigger boxes and implementing a custom hit test in blueprint but I wanted the ease of setting up the buttons in UMG and the automatic hover highlighting was a nice feature. Any ideas of what could be causing the problem?
By the way this isn’t an isolated case. I’ve had similar problems with 3D UMG widgets having dead zones on other projects. Thanks for looking.