UMG widget interaction dead zone

I’m having in issue with a UMG widget that I haven’t encountered before. I have other widgets in my arsenal that are behaving as expected but something is not right with this one. Admittedly I have not attempted to recreate the the entire widget from scratch yet as I feel this is likely something boneheaded I’ve done so maybe digging at it now will help in the future.

The problem I’m experiencing is that there seems to be a “dead zone” with my overall widget. The entire left side (1/4 of the widget) does not register with the widget interaction component. No hits. Here is a screenshot of the widget itself.

The top-level is a canvas widget and everything is a sub-child of that. You can see I’ve hard set the widget size to 350x500 in the top-right.

Here’s a screenshot of the widget in-game.

I’ve pointed the widget interaction component just to the right of the dead zone. You can see the debug sphere shows up as expected.

Now the dead zone…

You can see the widget interaction component’s debug trace goes right through it.

Here’s a visual representation of the dead zone area.

That entire section does not react to the widget interaction component.

Finally, my settings on my widget component.

Thoughts?

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Did you ever figure his out? I’m having this exact problem but the deadzone is the center of any widget, including a simple button.

Same type of issue, but I’m using a widget component and the dead zone is at the top. Any solutions for this?

My issue was that I had added a different widget to the viewport and an invisible box was blocking the mouse clicks. I had to change visibility of the other widget to “Not hit testable” to disable this.