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    #31
    Originally posted by Nick Darnell View Post
    It is working as intended in 4.13 AFAIK. What is currently broken?
    Basically what the initial post was about(there are repro steps) - when you create Widget comp. in the world and trying to interact with it via using mouse and "Game and UI input mode"/"UI input mode" nothing happens. For example, 3d widget in my SuperGrid works perfectly fine in UE 4.12.x, yet after converting project to UE 4.13 interaction won't register.

    I've changed interaction "style" to the new one - it works great and better than the old way for me, but the old way might be more preferable for other people and different tasks.
    PS: Thanks for interactive widget, much easier to use
    SuperGrid: Marketplace Page | Feedback Thread | Demo | Website
    Level design and prototyping for newbies

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      #32
      Nick, sorry to bother you about the EditableTextBox in UMG again, but you stated(in my AnswerHub post):
      "Essentially you need to set focus as Slate User 0, instead of the slate user index you're assigned based on the virtual user index. That will change the focus of Slate for the hardware mouse and keyboard user, placing it onto whatever widget you click."

      If you don't mind, could you please elaborate a little further? I looked at the code and I was struggling with where I might be able to make these changes, or at least I didn't know exactly where I might look to find somewhere to start, other than the WIC class.

      I actually wanted to create some kind of switch that would change between the old and new interaction method, but my programming knowledge is very minimal, very limited.

      Thanks
      Developer of the party game "Metal Heads".
      www.metalheadsgame.com
      Follow on Twitter @MetalHeadsGame
      Follow on Facebook www.facebook.com/MetalHeadsGame.

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        #33
        Everywhere the WIC calls Route_______ for slate events, you'll tell it to use a specific user index, instead of the user index for the virtual user. In your case, user index 0, which is the user index for hardware cursor and mouse - though I expect the results won't be great, since it will keep stealing focus from the viewport. The better way to do what you want, would probably be to write some C++ code that used the WIC to send all keyboard input the game receives, because otherwise you're going right back to the problems caused by the system prior to the WIC. Also - there's no way to know, "am i focused on an editable textbox" that concept doesn't exist, there are widgets, and widgets have focus, what a widget chooses to do with its focus and any input is entirely up to the widget.

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          #34
          Originally posted by Nick Darnell View Post
          Everywhere the WIC calls Route_______ for slate events, you'll tell it to use a specific user index, instead of the user index for the virtual user. In your case, user index 0, which is the user index for hardware cursor and mouse - though I expect the results won't be great, since it will keep stealing focus from the viewport. The better way to do what you want, would probably be to write some C++ code that used the WIC to send all keyboard input the game receives, because otherwise you're going right back to the problems caused by the system prior to the WIC. Also - there's no way to know, "am i focused on an editable textbox" that concept doesn't exist, there are widgets, and widgets have focus, what a widget chooses to do with its focus and any input is entirely up to the widget.
          Thanks Nick, that's certainly helpful. I'll try and work something out from there. Although sadly I suspect I will probably eventually give in again and ask for more guidance...but until then. Let's cross fingers and hope I can make some progress haha.
          Developer of the party game "Metal Heads".
          www.metalheadsgame.com
          Follow on Twitter @MetalHeadsGame
          Follow on Facebook www.facebook.com/MetalHeadsGame.

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            #35
            Originally posted by zeOrb View Post
            Basically what the initial post was about(there are repro steps) - when you create Widget comp. in the world and trying to interact with it via using mouse and "Game and UI input mode"/"UI input mode" nothing happens. For example, 3d widget in my SuperGrid works perfectly fine in UE 4.12.x, yet after converting project to UE 4.13 interaction won't register.

            I've changed interaction "style" to the new one - it works great and better than the old way for me, but the old way might be more preferable for other people and different tasks.
            PS: Thanks for interactive widget, much easier to use
            Exactly! I need to use mouse for interacting with 3D Widget. It worked well in 4.12. There is a way to make this works with UI input mode? or a way to create a 3D mouse, maybe ? Because for now, 4.13 just broke my project...

            Comment


              #36
              Originally posted by zeOrb View Post
              Basically what the initial post was about(there are repro steps) - when you create Widget comp. in the world and trying to interact with it via using mouse and "Game and UI input mode"/"UI input mode" nothing happens. For example, 3d widget in my SuperGrid works perfectly fine in UE 4.12.x, yet after converting project to UE 4.13 interaction won't register.

              I've changed interaction "style" to the new one - it works great and better than the old way for me, but the old way might be more preferable for other people and different tasks.
              PS: Thanks for interactive widget, much easier to use
              That exactly!
              It there a way to make mouse in UI input mode works with 3D widget? Or maybe creat a 3D mouse, I don't know? Because now 4.13 just broke all my gameplay project...

              Comment


                #37
                Originally posted by Klownk View Post
                That exactly!
                It there a way to make mouse in UI input mode works with 3D widget? Or maybe create a 3D mouse, I don't know? Because now 4.13 just broke all my gameplay project...
                You set the mode of the WIC to Mouse, and you forward all mouse input to it not handled by other gameplay, letting it know when the mouse button is pressed and when it's released.

                Comment


                  #38
                  Originally posted by Nick Darnell View Post
                  You set the mode of the WIC to Mouse, and you forward all mouse input to it not handled by other gameplay, letting it know when the mouse button is pressed and when it's released.
                  It's ok, I managed to get this worked but handling the focus with mouse widget component is not very clear/easy especially with text input.

                  (sorry for the changing name account)

                  Comment


                    #39
                    How did you set up mouse input forwarding? I tried all kinds of events but either they don't fire or there is some kind of input processing chain that catches input away before my pawn receives it.

                    Click image for larger version

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                    EDIT: Nevermind, I had simply not made my PlayerController possess the Pawn containing that logic. It works now.
                    Last edited by cygon; 09-28-2016, 07:22 PM.

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                      #40
                      Originally posted by TroJanVirus View Post
                      Here's a good way to get the Widget Interaction Component and your 3D Widget working with a MOUSE CLICK.


                      Go into your Characters blueprint.

                      1. +Add a "Widget Interaction" component from the component window.
                      2. +Add a "Widget" component from the component window.
                      3. Make sure the Widget Component has your Widget of choice in the 'widget class'.

                      [ATTACH=CONFIG]112710[/ATTACH]

                      These are my settings for the Widget interaction component:
                      [ATTACH=CONFIG]112711[/ATTACH]


                      Go into the graph editor of the blueprint widget you selected before.
                      Find your desired button, (or whatever you are using. I've only tested this for buttons), you want to work with the Widget Interaction component.
                      Click the ">OnHovered" Event for that button.

                      Then do this for that OnHovered event:

                      [ATTACH=CONFIG]112707[/ATTACH]
                      Here's a system I documented down

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                        #41
                        So for my mobile project, I used (successfully and seamlessly) the 3d widget component in 4.10 to handle the main menu system. Since widgets can't hold flipbook sprites, and sprites can't render on top of umg, a blueprint actor with a 3d widget component and flipbook on top was the best solution. it worked flawlessly on mobile and never needed further thought. In order to use a certain plugin I've had to convert the project to 4.13 and I see that I can no longer do this so simply. In fact, I don't see that I can use touch input for 3d widgets at all. Is this the case? If so, what can I do about rendering a flipbook over umg?
                        Website: http://www.NonLocalitySoftware.com
                        Facebook: www.facebook.com/NonLocalitySoftware
                        Twitter: https://twitter.com/NonLocality_Dev
                        Instagram: @nonlocalitysoftware
                        Discord: ASCII#1124

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                          #42
                          So in other words, this feature is now screwed up and doesn't work anymore?

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                            #43
                            This is a good example why it feels like that this engine is degrading ever since the release of 4.11 ...

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                              #44
                              Has anyone been able to get the widget interaction component to work via c++? I get a crash in the core code about it not having an outer. I am creating it like I do any other component.

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                                #45
                                Its hard to see attention always going to new features, and old issues being left out in the cold

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