Unreal double widget focus

As mentioned by @SavageSoap with focus method something like this should ease the pain.

Wrap normal button into a widget, Set Focusable.

Create clicked event for ease of access.

Make grid and add buttons

Get buttons assign them and bind to clicked, SetTextField on Interacteds. Make sure your focus backgrounds and other elements visibility set to NonHitTestAbleSelf Snippet Link if Image is not readable

For Custom GamePad navigation you can write or below bp stuff available

Think you can cultivate the rest logic like unlock, limit, tryouts whatever device needs, and audio, visual feedbacks.

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It is also possiblle to use a custom FNavigationConfig if you want custom inputs like above rather than arrow keys and dpad. A community user demonstrated it nicely over here. That also unlocks you to do on focus snap mouse to widget center type of GamepadCursor stuff (If you want UX wise not really necessary)

Besides all these technical design aspects, would like to deliver some Game Desing and UX Interaction aspects of these numpads that maybe you want to consider.

  1. Numpads are hard and fundamentally not a very good design for humans however we use it everywhere :slight_smile: . Numbers are hard to remember, our memories are limited, try keep it simple as possible.
  2. If you have an alternative as combination like symbols or patterns in buttons can be usefull. There are some players who really can’t orderly do arrange numbers or remember (Dyscalculia)
  3. Try to be less punishing at wrong entries. Players will try do that even we don’t have a key will try to guess. We all do that.
  4. If you will block guesses on it, try to have more indicators like, clearance reqired, not a valid ID whatever so player can know that they can not proceed without the actual step required.
  5. You can do audio feedback patterns to overcome accessibility issues. Using different pitch sounds or patterns can be helpfull for player to remember and unlock the device.
  6. Consider giving alternative solutions or hints like finger prints, additional device or skill to discover fingerprints, any tool to explode it, lock pick it, punch it that way can be a bit more fun and not a hard gate for player unless you want it to be. After all this is a Door type that can require more work than expected like in world display etc.

I don’t want to overwhelm you with this last part however nailing these aspects with the device is always harder so wanted to mention, hope it is something valuable.

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