why is interaction: receive hardware input disabled when placing a widget in an actor blueprint?
added a widget to an actor blueprint
would love for it to still respond to mouse events
it does not (or the mouse is consumed upstream)
under the actor blueprint >> widget >> interaction >> receive hardware input, it is not selected and it is also disabled so that i can not select it
if i enable [accept hardware input] for the widget in the actor blueprint, it consumes the mouse rather entirely
not sure about mouse buttons as i have not tested that yet, and i can test and assign mouse button priority
rather i am referring to the mouse cursor / movement
i loose the mouse cursor and movement. and this is something i generally use for something else
how would i prioritize the mouse in this case, particulalry the mouse cursor / movement
What does it mean, specifically? There is 100 ways to move an actor using mouse… What is normally?
• how are you handling input modes?
• are you passing the focus back to the viewport after using the widget?
• do we need to Handle something inside the widget and pass it to the Player Controller?
• what is the actual step-by-step scenario?
the actor in this case is a building
the widget i am adding is for building data etc
i use the mouse to allow the player to select a location in the world to place a new building
when i have the widget in the actor (building) blueprint and enable accept hardware input, i (the player) can no longer move a building around during new building placement
so mouse cursor is gone or the mouse is handed to something else
when i disable accept hardware input it works as intended again and new building placement is back to normal
when i have the widget outside of the actor blueprint as a normal widget (that is externally set active and inactive) everything else is fine too
need to figure out what happens to the mouse now and how to prioritize it
If you do not need the dragged widget to also show while placing the building, there’s no need for drag and drop. Just pass the focus back to the viewport as soon as you want to move the actor around. This can also be achieved by juggling Input Modes.
i kind of did that already
and it worked
it is just not working anymore when i use a widget in the actor blueprint and enable harware input for it
so either the 2 cant work together like this or i need to get it to work together by prioritizing it better
yes generally this is what must be done now
but you make it sound very easy
and i still need to think how to do that
also cant say i know exactly what you mean although i follow the thing principled
i allow the player to place a new building in the world
the building is really the actor referred to here
the player uses the mouse to locate where the building must be placed
i use the player controller mouse cursor coordinates to move the mouse around in the world
this works “perfectly” fine (it works as is and like that)
i need to add a widget so that the player can interact with the building(s)
when the player clicks the building the widget must appear and the player can interact with the widget
it has a slider and drop down list (combobox)
even this works perfectly fine as long as i have this particular widget independently / separately outside the actor blueprint
if i start to put the widget inside the actor blueprint (at some point it made sense but i am starting to wonder) and allow hardware input in order to avoid widget interaction i loose the ability to move the building around as i use to
i am still trying to figure out why
it might be that the mouse goes to the widget now foremost
it might also be that i am enabling the widget too soon for practical purposes
now, when i put the widget in the blueprint and enable hardware input, it does not work from the start (ie nothing works from start to finish)
i dont want to move the building when the widget pops
the player generally only pops the widget when the building is placed and thus stationary
but, i cant even move a new building anymore, because enabling hardware input for the widget while it is in the blueprint disrupts the mouse
if i leave the widget outside the actor (building ) blueprint it / all works fine
i can pop up the widget and interact with the widget and place my buildings
the mouse cursor still moves when i try to place a new building now
but the building itself no longer follows the mouse
and the buttons on the game menu widget still work
i would be able to locate the point of departure in the blueprint to understand why the building is stopping moving
if a widget is set as hidden, will it still be able to have focus (such that the engine would see it as having the mouse cursor, instead of the game world)
how can you at times set the priority of the game world higher than a widget i.t.o the mouse
how do you know what has focus at a time and (how) can you change it