First up a short description of what I have right now:
- actor blueprints on the map with a WidgetComponent that is displayed next to the actor in screen space, not world space.
- a HUD widget that gets displayed on click of a button. It has a canvas panel and other widgets aligned on the sides. That means, a great part of the screen is basically not occupied by a widget and shows part of the game world, as intended.
So this is how it works. You click the button to open the HUD widget. This moves the camera to a position in the game world containing the actors with their widget components mentioned above.
Now the problem here is, I want to be able to drag items from the HUD widget onto the widget components in the game world (e.g. to spawn units) but the HUD widget seems to block all mouse input across the screen, even if the mentioned part of the screen isn’t occupied by an actual widget and the canvas panel is set to “self hit test invisible”, so it shouldn’t catch any mouse events. If the HUD widget isn’t shown, the widget components in the game world react to mouse events just fine.
How to solve this?