Hey, Unreal Engine’s UMG is giving me a headache. The way interactions in my project work is when you overlap an interactable item, inputs are activated (I set a higher input priority so it overrides the player blueprint) and then you can press the input to interact and pickup the item.
Now I have been converting my project so it’s also compatible with mobile devices, but since it’s touch screen I have to handle the inputs through UMG. I found ways for the UMG to listen to keyboard and gamepad inputs, but it’s useless since it’s still not allowing me to use my input mapping from the project settings.
Is there a way to use action mappings within UMG or if I can ‘‘cast’’ an event to an ‘‘input action’’ so it’s recognized as a gamepad input?