Widget 3D is receiving hardware(mouse clicks) input half of the time.

In Unreal Engine 5.5, I have a 3D Widget as the screen of an in game phone and a Widget Interraction so that the player can click the widget and half of the time the if I click something inside of the widget it hovers the button and dosen’t recognize when I click it, the other half of the time it shows me that I’m hovering the widget component but dosen’t recognize my clickings (sometime it does)

At the start of the game in the player character the input mode is set to Game and UI and in the Player Controller it sets the show mouse to true.

I’ve tried:

  • Changing(trying out every combo of) the Trace Channel, Interaction Distance, Interaction Source, Enable Hit Testing of the Widget Interaction that’s inside the player.
  • Changing the collision of the 3D widget.
  • Setting the input mode to UI only (it just simply made the 50/50 chance of detecting my mouse dissapier)

I think the proble is caused by the game not knowing when the player is wanting to look around and when the player wants to interract with the Widget. That’s why I tried setting Input mode UI only, but it didn’t help.

By the way, my game is going to be a Multiplayer game (so the whole game is built like that) and on the server it has a 50/50 chance of detecting my mouse but on the client the chance goes down to 0. (I think it’s the same issue and if “single player” issue get’s resolved this issue will dissapier too.)

I don’t know how well I explain my issue and how well did you understand it so here’s a video that shows problem:

Okay, I managed to fix it somehow, I don’t know how, just talk to Claude AI.

And by the way the multiplayer issue got fixed with this and weird bug: When you launch the game in standalone with 2 instances only the server is gonna detect you mouse clicks, the client is not gonna detect any mouse clicks - to fix this issue just simply start the game in “Standalone Game”.

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