why is interaction: receive hardware input disabled when placing a widget in an actor blueprint

maybe a stupid question, but why would a widget have focus?
because it is active and most active (priority) and perhaps full screen?

can you block a single widget from having focus?

Widgets in focus receive input from pointing devices / keyboard (keyboard focusable is yet another story altogether, though). Widgets that are not in focus do not.

because it is active and most active (priority) and perhaps full screen?

Perhaps.

can you block a single widget from having focus?

  • set the widget root element to:

To clarify: any widget can be made non-interactive, but if you do it at root level, all widgets will inherit the behaviour.

  • or disable collision on the widget component in world space:

  • or:

If you want to avoid general focusability. However, if you’re using native buttons, it will probably not work too well. Buttons are, somewhat, focus hungry to say the least…


Also, widgets receive notifies:

We can redirect focus where it’s (not) needed.

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trying to manipulate or change / set widget focus does not seem to work

i think the problem is not focus going to a widget or the wrong widget

but rather that the game world loses focus

and my attempts to give focus back to the game world does not seem to work

i tried and but it does not help to give focus back to the game world

when i move the player or player camera a little i manage to get focus back to the game world and everything is fine again. everything works again

so the workaround at this point is to move the player a little but that is rather dirty

i must note that if i set the space of the blueprint widget to screen, i dont have problems of lost focus and i can move a building with the mouse as part of constructing a new building
but i cant select anything on the widget then (slider, combobox) even if i give it focus

if i show the blueprint widget in space = world, i have the lost focus problem and i must work around giving focus back to the game world in order to move a building with the mouse as part of new building construction

also, how do you set the transform / location of the widget if it is shown in world space as opposed to screen space?
you can set the translation of the widget, but must you take into account the world location vector applicable?
also, the widget translation is mostly geared for screen dimensions not world dimensions