Hey,
I just ran into an Issue regarding VR Widgets that I don’t really understand. But I managed to “solve” the issue by using a workaround.
Setup:
I have 2 different Pawns I am using. One Pawn is for flying around in the world. The other Pawn is used for being indoor.
I have a widget that allows the player to switch between outdoor and indoor. The Widget is positioned in the world and the player can interact with it by using a WidgetInteractionComponent and the Press Pointer Key node.
When switching between indoor and outdoor I also switch the Pawns the controller possesses, since I need a different set of inputs and so on.
All this works as intended.
When switching between indoor and outdoor I originally was checking if I already had the needed pawn spawned. If not I spawned the pawn and made the cotroller possess it.
If it was already spawned, I simply made the controller possess it.
The Problem:
After switching to a pawn that was already possessed previously I can’t interact with that widget anymore. Everything else works just fine, either movement and interactions by Line Traces.
But the widget doesn’t respond to the WidgetInteractionComponent anymore. It still responds to direct Input via Input Actions.
At first I thought the widget was the problem, so I tried always spawning a new one, which didn’t change anything.
Then I found the solution of simply spawning a new pawn, which then could be possessed, which fixes the issue.
But I would like to know why re-possessing a pawn causes this issue to appear and I would also prefer to keep using the same pawn.
The “Initialize Possession” is a custom function that only gets executed once. So this couldn’t have been the issue.
The original version:
The current solution:
Edit:
It seems like the “solution” was random. I now face the same problem using either version.