UMG - Input handling, when there are multiple widgets displayed

Don’t get me wrong, I said you “could” LOL.

My game now is working this way, a “one widget to rule them all” thing, I’m just “splitting” complexity among widgets related to each functionality, after, I place instances inside the “One Widget” in the own UMG editor, but I think that until by code this parent/child relationship means “who’s inside who”.

To manage what is shown or not I’m using a simple visibility toggle, but I think you could also create and parent/child them realtime.

Hope it works.

Added: Get a fullscreen “constant” widget doesn’t seen a so much crazy approach if you consider that our “mouse cursor layer” could be it.