Just upgraded to 4.16 and the widget interaction component in my VR project is no longer functional. It doesn’t even show up in PIE when ‘show debug’ box is ticked.
An error message says “Error The cursor class ‘/Engine/VREditor/UI/VRRadialCrosshair.VRRadialCrosshair_C’ was not found, check your custom cursor settings.”. Although I’m not sure this is the issue, since it can be solved by using a custom widget in the Default Software Cursor in Project Settings under User Interface. Once that is done, the error message disappears but the widget interaction component is still not working.
I’ll stick with 4.15 for now, but I was looking forward to the new release so it would be great to get this fixed as soon as possible.
I’m also having issues. I upgraded a VR project to 4.16 and none of the 3D widgets are working properly (that is; buttons don’t respond in any way; neither click not hovered color), and it’s not even working in PIE. The problem appears to be related to the “interaction source” under “Interaction”. I have this set to Center Screen for VR and it’s fine in 4.15… I tried setting it to “Mouse” and then the widget works in 4.16, except of course my pointer doesn’t line up properly with the widget. So the widget is actually working but there’s a misalignment problem, something is off now in 4.16
Can someone please investigate this and let us know if it’s a bug or what we need to do to fix the problem.
Our buttons and sliders are working in VR but not scrollbars. Even more strange, we can click on the scrollbar’s track (sometimes) to get the scrollbar to jump, but we can no longer click and drag.
In my case, after upgrading to 4.16, the colision boxes from other objects were blocking the Widget Interaction trace.
To resolve this I changed some collision presets options in these objects.
Yep, collision responses was it. I do a line trace from the camera and place a small sphere at the impact point (this is the VR cursor). Changed its collision to Ignore Camera and now it’s working properly. Thank’s Norkov.
Yeah it is (4.16.1-3466753). It’s still working fine. Sorry to hear you’re having the same issue with this build. Don’t know what to suggest except verifying/reinstalling.
we have 3 widgets available for both desktop and VR. I can only test desktop right now but all of them appear to be broken as in “they don’t react to anything”.
I have debugged into the UInteractionComponent and it appears like the regular line traces it does to figure out which widget is underneath the pointer fails. The array of candidate widgets it keeps is always empty. Leading hypothesis here right now is that the character’s capsule is suddenly blocking the line trace even though it worked fine since 4.10. I am investigating into how I can modify the capsule to not block whatever channel this line trace is being done with. Might be all BS though and it really is an engine bug.
If the Widget interaction Component works in any way at all then it’s not the same issue I had, and possibly not do with the build. As I said, ‘show debug’ didn’t even display the pointer, it was like it just wasn’t there.
Well, for what its worth, “show debug” won’t show the pointer for me either but gathering from the code its not supposed to in input mode “Mouse”. Couldn’t try VR yet.
Not for me. In my case, changes in the line tracing mechanism of said component made it unintentionally hit part of my character. Make sure, no collidable objects that block “Visibility” channel are in the way and you should be fine. This includes your character and everything visible or invisible that may be attached to it.
Encountered same issue when migrating my stuff onto new version.
Widget Interaction just didn’t work, and I couldn’t figure out why, exactly. Answers above I guess do work, but it didn’t work for me. Anyway, tinkering around, I found out that in version .16 Widget Interaction Component behaves much rigidly in terms of proper setting up of parameters.
You MUST have unique Pointer Index for EVERY Widget Interaction Component active ingame. That means, you should be sure to set to active only those components, that you really need (for spawned actors), and give each an unique pointer index if there are more than one active. It stops working completely (no debug traces drawn) if it encounters two components with the same index. Disable all but one (or set proper index), and it works as intended, and draws debug lines too.
At least, that’s how I understood this problem. Worked for me. Sounds silly and kinda unprofessional, but I forgot, that when you spawn Motion Controllers, you spawn two Widget Interactions. In .15 it worked fine, and I didn’t notice any overhead, so I forgot about it completely.