This is my first time making a widget and I’m trying to make a super simple one, just a button. However, when I attach the widget to an actor and try to press it, it doesn’t register any click events but it does register hover events and responds to those.
use the player controller to Set show mouse cursor. If you’re not wanting to use the mouse cursor then you could add a custom event to simulate the button press. Wherever you have your player input, controller or character, you could have the on-hovered event cast to that blueprint w/ a reference to a variable there and then you could have a left click input set up to where it attempts to cast to the widget by the reference. If it fails, then it’s not hovered.
Another way would be through a bp interface. you could do a seperate visibility trace on left click and send the WidgetClick interaction to the object hit then in that object, say that when it gets that interaction, do the button click sequence you want. You’ll have to add the interface to the settings in that item to allow for it to pass in though.
If you are using Mouse position dependent Press Pointer Event in an EnhancedInputActionCanceled/Completed context, it does not work. Neither does Get Hit Result By Under Cursor/Finger * functions.
If I remember correctly, mouse position is not set in these events.