UMG Precise Click/Tap not functioning as expected

Since 4.17, setting a button’s Interaction mode to “Precise Click” for mouse and “Precise Tap” for touch has failed to provide the expected behavior to buttons contained inside of Scroll Boxes.

Expected behavior: Clicking/Touching on a button and dragging in any direction causes the Scroll box to scroll without firing the button.

Observed behavior: Clicking/Touching on a button and dragging in any direction causes the Scroll box to scroll while also firing the button.

Steps to reproduce:

  • Create an empty blueprint project in 4.17 or later
  • Create a new widget blueprint and create a Scroll Box
  • Populate the scroll box with buttons set to “Precise Click” and “Precise Tap” under the Interaction section
  • Make an event OnPressed that prints a string so you know it’s firing
  • Create the widget and add it to the viewport through the level blueprint
  • Play in editor

I have tested and can confirm that this occurs in 4.18.1 as well

Hello XsynthZ,

Unfortunately, I cannot reproduce this issue in both 4.17 and 4.18 Preview. Steps I did:

Create new project

Create new Widget Blueprint > Create new GameModeBase Blueprint Class > Create new PlayerController Blueprint Class.

Open up Widget BP > Add scroll box > add multiple buttons > set all buttons to “Precise Click” and “Precise Tap” > Add OnPressed event > Add PrintString > Compile & Save Widget BP

Open up PlayerController > in Event Graph (Event BeginPlay) drag off and Create Widget > drag off of Create Widget and Add to Viewport > Compile & Save

Open up GameModeBase in the Details section under Classes, change Player Controller Class to the new player controller blueprint that you created > Compile & Save

In level > under World Settings and Game Mode > Change GameMode Override to the NewBlureprint GameModeBase that you created > Save All > Play in Viewport

Works as it should for me without any issues. Let me know if there is something missing in the process that I completed. If you can include some images of your layout, that could help me better understand the process that you are doing.

Best Regards

Hi
I followed your steps (plus adding text to the buttons to control their size) and oddly enough, now not even scrolling works. It just instantly fires the button. I also can not select the scroll bar on the side, all attempts just return the mouse to camera control. The only way I can scroll is by right clicking and dragging or using my mouse’s scrollwheel. I’ve uploaded a video of me doing the whole process, hopefully it helps.

Hello XsynthZ,

Thank you for the video as it was very helpful for me to follow and reproduce the issue you are having. I just tested this in an internal build and fortunately this issue is fixed in that internal build. I hope this clarifies any concerns you might have. Please let me know if I can help you with anything else.

Best Regards,

Hi . It seems that this issue still persists for me in 4.18.1, and seeing as how this feature is somewhat vital to my current and future projects, I was wondering if there was anything else that could be done to try and resolve this?

Is there a chance that the fix fell through the cracks and didn’t make it to the live build?

My apologies, it would appear that it does function properly when using an actual touch screen, but not when using a mouse to emulate touch.

Hi! I have same problem with 4.19 in android. Only way to work seems to use OnClicked… but is not very reliable as usually miss a lot of taps!

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Sorry to revive this but its still a problem in 4.26. Precise tap still triggers onrelease immediately. Testing on device or in editor is the same for me.
Any workarounds?

I am having the same problem in 4.26.

I am having the same problem in unreal engine 5.1