[UMG 4.5] Widgets added to viewport do not gain focus even when using Keyboard focus node

Dear Friends at Epic,

Hi there!

#Repro

  • add a widget to viewport that has components with tooltips on them
  • make cursor visible
  • try to hover over tooltips
  • notice that player can still move the view horizontally

then

  • click on the widget
  • now mouse move no longer moves the player controller /camera view
  • also now tooltips show up

#Analysis

Widgets are not gaining focus when they are first created, which is an improvement in some ways, but the issue is now that even if I tell the widget to gain the keyboard focus the mouse focus is still not obtained

#Question

How do I give mouse focus to the newly added widget?

I saw the cursor focus node that takes in an FReply but I am not sure how to use that in my setup below when widget is first created.

None of the nodes I’ve tried are helping, as shown below!

#Pic

#Thanks!

I am also encountering this problem and would really like to understand how to fix it.

I’ve tried the same things you have to no avail.

There are new nodes in 4.5 called “Set Input Mode UI Only”, “Set Input Mode Game Only”, and “Set Input Mode Game and UI”. Is that what you’re looking for?

If this does not work, add a bool to your blueprint containing the movement component. Set this bool to true if the mouse cursor is shown and set a branch that if show cursor is active, then fire true (do nothing), if false, fire movement function. Having said that these nodes Exit0sus mentioned should be able to solve the error you are experiencing.

#Thank You Exit0sus and !

That node worked!

Thanks ExitOsus!

Thanks !

#:heart:

Any help with C++ regarding this problem?