Originally posted by [EPIC] Nick Darnell
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Can't interact with 3d UMG widgets
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Mr_Tea_Rexx repliedLast edited by Mr_Tea_Rexx; 03-15-2018, 11:23 PM.
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Wobbleyheadedbob repliedThis works fine for Singleplayer but Multiplayer is still broken.
There is a public issue logged here: https://issues.unrealengine.com/issue/UE-6411
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LuLima repliedOriginally posted by Nick Darnell View PostThis thread is no longer relevant. 3D Widget Interaction is a new feature, and it hasn't been left out in the cold.
Example: Dead Space Inventory Screen.
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Alexander Paschall repliedNick beat me to it. Here's the documentation: https://docs.unrealengine.com/latest...etInteraction/
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NickDarnell repliedOriginally posted by LuLima View PostIts hard to see attention always going to new features, and old issues being left out in the cold
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LuLima repliedIts hard to see attention always going to new features, and old issues being left out in the cold
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normalstin repliedHas 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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Burnz repliedThis is a good example why it feels like that this engine is degrading ever since the release of 4.11 ...
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Wallenstein repliedSo in other words, this feature is now screwed up and doesn't work anymore?
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Ascendancy repliedSo 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?
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TroJanVirusLive repliedOriginally posted by TroJanVirus View PostHere'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]
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cygon repliedHow 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.
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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Jorisp repliedOriginally posted by Nick Darnell View PostYou 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.
(sorry for the changing name account)
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NickDarnell repliedOriginally posted by Klownk View PostThat 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...
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Klownk repliedOriginally posted by zeOrb View PostBasically 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
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...
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