Here’s my latest tutorial on the Widget Interaction Component (WIC), still a newbie with it, but trying to learn as much as can.
First Issue:
- Widget is not “auto-activated” however, it sure looks activated, since I can do hover events and key presses (after setup)
- However, I cannot “deactivate” it. I have to activate it “properly” first.
- I know there are a lot of quotation marks, but if you watch the video, you’ll understand what I mean
“Fix” = Toggling on Auto Activate, everything works peachy.
Second Issue:
- When I am inside a new Physics Volume, I am unable to use WIC. It auto-“deactivates”
- Here I go with quotes again, but, the thing is, I can’t “reactivate” it.
- Again, watch the video and you’ll see it in action.
Hello
I have a few questions for you that will help narrow down what issue it is that you are experiencing.
Quick questions:
- Can you reproduce these issues in a clean project?
- If so, could you provide a detailed list of steps to reproduce this issue on our end (the video is helpful but knowing your exact steps will help narrow things down)?
- Could you provide screen shots of any blueprints/widgets involved in this issue (that may have been left out of the video)?
Oops…forgot to hit record Here’s the stream live, sorry about the lack of audio, not sure how the Audio Input got deleted. Fixed it later. But I actually ended up finding another bug, so this was worth it!
Hello
I was able to reproduce this physics volume on our end. I have written up a report and I have submitted it to the developers for further consideration. I have also provide a link to the public tracker. Thank you for your time and information. I was unable to reproduce the issue dealing with the auto activate. However, if you would like further assistance with this issue, you will need to make a new thread for tracking purposes(one issue per thread when possible). You can then post a link to the new thread in a reply here so that we can follow up.
Link: Unreal Engine Issues and Bug Tracker (UE-35167)
Make it a great day
Did you watch the video/download the project? Not sure why it wouldn’t work for me but it does for you.
After further testing I was able to reproduce the second issue. I have written up a report and I have submitted it to the developers. I have also provided a link to this report as well on the public tracker.
Link: Unreal Engine Issues and Bug Tracker (UE-35186)
Workaround:
As a workaround that may be viable for you, I found that if you change the interaction distance to Zero instead of using deactivation that it will have the same affect. As for “activation” you could set it back to the original distance.
Make it a great day
You’re my savior Victor!!!
I’ve been trying to find out why the interaction distance not working in VR for quite a long time!! Turned out I was standing in a freaking physic volume used for teleporting!!!
THANK YOU!!