For the life of me, I cannot figure out why my UI is not triggering button events nor registering gamepad input
The Gamepad widget uses what I assume is raw iput event nodes (If I add the widget directly to viewport
My Setup:
PC_FRZR - PC_FRZR posted by anonymous | blueprintUE | PasteBin For Unreal Engine
HUD_FRZR - HUD_FRZR posted by anonymous | blueprintUE | PasteBin For Unreal Engine
HUD_FRZR “Create UI” - HUD_FRZR "Create UI" posted by anonymous | blueprintUE | PasteBin For Unreal Engine
WBP_FRZR_UI (No Code)
WBP_Gamepad_FRZR - WBP_Gamepad_FRZR posted by anonymous | blueprintUE | PasteBin For Unreal Engine
WBP_Panel_PauseMenu
WBP_PanelContent_SubmenuList_Vert_FRZR - WBP_PanelContent_SubmenuList_Vert_FRZR posted by anonymous | blueprintUE | PasteBin For Unreal Engine
I have even setup a basic blank level, game mode, hud ect, added the gamepad widget to viewport, set owner and still cant get input to register
Widgets are ticking, frm what I can tell everything is enabled, Inout mode game and UI
I feel like I am missing something that should be completely obvious or something
The buttons in the Pause Menu dont work, and the controller widget does not update.
At one point, I could add the Gamepad widget directly to viewport, andit would update widget using the nodes currently in the widgets graph for inputs, but then when placed inside the WBP_FRZR_UI widget, would not work.
Now I cant even get that to work. SOmething has changed and I cannot for the life of me figure out what I am miossing
All of my Enhanced Input Actions are all set to
So they should not be consuming input - and he only place I am using enhanced input is to hit button to bring up pasue menu - the gamepad widget uses the “raw” input nodes…
I even have a different GameMode, GameInstance etc. for a different project in this same project, and if I switch the game mode etc for that project, everyhting works for that project regarding UI buttons etc.
I cannot find what is different about that setup, that that works and this does not