my UMG buttons do not responed when I have virtual joystick visible, I checked source and it looks like virtual joystick always consider every input as Handled. Is there a way how to make UMG and Joystick co-exist without editing engine source ?
@NickDarnell doesn’t actually summon me, I just found this post randomly
I don’t remember the Virtual Joystick handling everything, but it is hit test visible, so if it is hit, it’s only going to continue handling the click along the parental chain of widgets. If you want your buttons to be clickable, they need to be sorted in front of the virtual joystick. Which I thought I did by default, but maybe not. You should just need to add a large Z value when you add the widget to the viewport, if i didn’t.
I thought the way I set it up was,
Viewport
New Widgets
Virtual Joystick
PlayerScreen
New Player Screen Widgets
Q2 - I know of no plans to improve the virtual joystick in the near future.
Thank you for reply, for some reason it does not work and joysticks completly block input for all other widgets. Can it be caused by changing touch interface during game ?
Basically what I do is that I change touch interface everytime character posseses or unposseses vehicle. Maybe, it is causing joysticks to be on top of UMG widgets.
Okay, so input to my widget does not pass because It is added using Add To Player Screen. I needed to add it to screen via Add To Viewport and set ZOrder to something higher than zero.