UMG Create Binding doesn't work until binding is reset.

UMG Create Binding doesn’t work until binding is reset. 4.12.5.

When I place an image widget within UMG and create a OnMouseButtonDown binding it does not work until I clear the binding then reassign it.

Steps to reproduce:

  1. Create Widget Blueprint
  2. Add Image Widget
  3. Assign Image (size to content - probably doesn’t matter)
  4. Create Binding for OnMouseButtonDown to do any action.
  5. Compile, save, play in editor – notice binding doesn’t work.
  6. Stop play, clear binding using yellow back arrow right of binding, or choose another binding.
  7. Select original binding.
  8. Play again, will work now.

Hello Distul,

I was unable to reproduce this issue on our end with the steps provided. I have a couple of questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. Could you try clicking a few times (the first click will set the input mode to focus UI and so it may not fire on the first click)?

Looks like it took after clicking a few times, go figure. Is there a way to make it work first click?

Also, I have a brief separate issue here: https://answers.unrealengine.com/questions/462301/string-to-float-always-returns-00-from-inapppurcha.html
It’s a short read, didn’t post as bug though as I’m unsure if it is; but it didn’t get any responses.

You will need to manage your inputs so that the UI is focused before the user clicks. I have provided a link to documentation that provides some good information on this subject (Set Input Mode UIOnly/Set Input Mode Game and UI/Set Input Mode Game Only). I hope that this information helps.

Link: Creating Widgets in Unreal Engine | Unreal Engine 5.1 Documentation

Make it a great day