UMG Virtual Keyboard only one button a time

The problem is that you’re simulating a mouse click, and the mouse can only be in one place at a time.

Also, you’re using OnClick which requires a successful mouse down and mouse up to complete.

Solutions:

  • You can change your OnClick events to OnPressed.
  • Or change your RightMouseButton code to be like this instead. The Delay might not be necessary, it also might be necessary to give it a value of 0.01.

I think that’s because you’re still holding down the LeftMouseButton as it looks like in your image.

Different button systems work different ways, but I’m guessing that because it is still holding down one button, it doesn’t animate the other.

I suggest hiding the cursor, and creating your own visualization of where the mouse pointer is in VR

Hi everybody, I have an odd problem with a virtual keyboard within a menu. I followed [this tutorial][1] with the small modification that in my case the virtual keyboard and the textbox are within a widget blueprint. I use WidgetInteractions on my Oculus Touch controllers to type and it works - but only for one button a time. After I pressed one button on the keyboard the second button press will trigger on the keyboard blueprint, but no character appears in the textbox. Only after clicking once on the textbox I can enter a second character, but again, no third.

Originally I thought it was a problem of focus, so I set the focus constantly on the textbox, but it made no difference except that I could now type on the physical keyboard. I also set the keyboard widget and all buttons including their texts to be not focusable, but since it does not seem to be focus related I am a bit at a loss.

If someone could tell me why I can only send one button a time I would much appreciate it.
Have a nice day!

Thank you for your response! With onPressed events like in my second picture the sendKeyChar gets executed with every click of a button, but only the first pressed event seems to get through to the WidgetInteraction? I mapped the input from the controller like shown in the attached image. I actually thought that would emulate a mouse down and mouse up like you suggested? My problem seems to be that the blinking cursor from the textbox vanishes with the first button being pressed and without it, nothing seems to reach the textbox. Any ideas why that’s the case?

If someone has a similar problem: I solved it with ray casting similar to the solution of this tutorial.