Hello everyone, I hope you’re doing well. I am working on a project in Unreal Engine 5, following a tutorial to create a Weapon Wheel similar to the one in GTA, but I am facing a problem that I have not been able to resolve.
The issue is that the section selection does not change when moving the cursor. It always stays on section 0, even though it should switch to 1, 2, 3, and so on. I have reviewed my blueprint several times, comparing it to the tutorial, and everything seems to be set up correctly.
What I’ve done so far:
I implemented the logic in the widget blueprint, where the wheel sections are calculated based on the cursor’s rotation.
I used Print String in several parts of the blueprint to check the values:
The mouse angle is being calculated correctly.
The sections and bounds (Min Bounds, Max Bounds) also seem to be fine.
However, Selected Angle always remains at 0, even though the calculations appear to be correct.
What I’ve tried:
I verified that all the nodes are connected correctly.
I reviewed the logic of the For Loop with Break, confirming that it should calculate the section correctly.
I tried redoing the tutorial from scratch to ensure I didn’t miss any steps, but the problem persists.
I manually forced values to see if the system responds, but the material doesn’t seem to react to the section changes.
Technical Details:
I am using Unreal Engine 5.3.2.
I am using a dynamic material to represent the wheel sections.
The calculation logic is implemented in the Event Graph of the Widget Blueprint.
Question for the community:
Does anyone have an idea of what might be causing this? I’m considering that it could be something related to the dynamic material or the data flow in the blueprint, but I’m not sure.
I can share the project file and provide some more detailed screenshots for you to review. Any help would be greatly appreciated!