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[4.6] 3d UMG panels aren't catching clicks from client on a multiplayer setup

I'm working on a little setup of a card table with some 3D UMG panel components with buttons on them in a multiplayer setting. The listen server has no issues going into a UI input mode and clicking the buttons in the world on the 3d UMG components and making the stuff happen. With a client who joined the listen server, when I go into the UI input mode and try to click the button, nothing happens. The buttons doesn't go into the hover states or anything.

I would guess this perhaps has to do with the 3d UMG panels running on the server and the UI input mode (or specifically, the UI + Game input mode in this case) is likely only catching clicks on the client side.

Is there a way to get my client side clicks to interact with the 3d UMG panel components on a server? Or is this feature just not implemented yet?

I know the 3D UMG panels are still experimental, but I am really loving the possibilities of these things and am anxious to put them to good use.

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asked Dec 05 '14 at 06:22 AM in Bug Reports

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Nuchaz
21 2 3 7

avatar image Aidan Puche Mar 07 '18 at 07:22 PM

Bump.

In Multiplayer VR we have not other systems... client fires up hovered, but click events won't fires. We need this in MultiplayerVR.

avatar image Constantin Suman May 04 '18 at 10:05 AM

check out my answer, it might help you

avatar image Constantin Suman May 10 '18 at 02:51 PM

Just found a quick solution to the click issue and posted as an answer.

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5 answers: sort voted first

As a temporary solution, you can try adding it to the client's viewport. It would then start working and update the changes on both the viewport and 3D versions.

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answered Apr 07 '15 at 09:53 PM

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alperenakyuz
2k 62 24 111

avatar image Joure Jun 10 '16 at 07:33 PM

would you be so kind and show as to how you set up the blueprints on your end for it to work?

avatar image Wobbleyheadedbob Feb 27 '18 at 11:04 AM

Yes, please!

I'm also looking for any temporary solution or workaround to get this functional in my project.

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Hello Nuchaz,

I was able to reproduce the issue that you described above. Thank you for your information and time. I have written a report ( UE-6411) and I have submitted it to the developers for further consideration. I will provide updates with any pertinent information as it becomes available.

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answered Dec 08 '14 at 09:54 PM

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Rudy Q ♦♦ STAFF
47.3k 545 132 525

avatar image Nuchaz Dec 09 '14 at 02:14 AM

Awesome! Thanks for looking into this.

avatar image Otreum May 21 '15 at 10:34 PM

Is there any update on this? This is a huge, integral part of the game I am working on. Without it 3D widgets working in multiplayer, I will more than likely have to scrap my game all together, which I would rather not do :( While these videos don't even scrape the surface of how complex my 3d Widgets area (old videos), they give you a little idea of the sort of work i'm doing. https://www.youtube.com/playlist?list=PLzBUiBU7ii5U5-hYDwRcLWOxzBZK_MjdR

avatar image Rudy Q ♦♦ STAFF Sep 23 '15 at 01:13 PM

Hello Otreum,

I went ahead and double checked on this issue for you. The status has not been updated to fixed as of yet. I will be sure to bump up the community interest in the report for you. I hope this information helps.

Make it a great day

avatar image skyphyr Jan 03 '16 at 12:53 AM

I've still got repro on this in 4.10.1 (incase it was thought to be fixed).

Thanks for reporting it here, Nuchaz. I found this before I'd spent too long trying to figure out what I was doing wrong.

avatar image Tea-Rexx Mar 13 '18 at 06:40 AM

any progress on this Rudy its still broken in 4.18

avatar image Stunt Thumper Jan 05 '16 at 07:27 PM

Yep broke for me to still in 4.10. I love how they keep marking these post as resolved. Widget just flat out dont work in 3d space. UE4 IS NOT a VR engine like they falsely advertise.

avatar image Ben Halliday STAFF Jan 05 '16 at 07:32 PM

A Resolved status simply means that we've either entered a bug report in our system, or we've gotten as far as we can but were unable to reproduce. In this case, the resolution only means that we're aware of the issue, not that it's been fixed.

VR is getting more attention by the developers, but there's a lot to tackle and 3D widgets may not be first on the list of things that need to be addressed.

avatar image Stunt Thumper May 01 '16 at 02:19 AM

Still broke in 4.11.2 How can it possibly take this long to fix?

avatar image theveach May 29 '16 at 01:37 AM

Im a bit new. But is this still being looked into?

avatar image Rudy Q ♦♦ STAFF May 31 '16 at 01:38 PM

Hello theveach,

I went ahead and double checked on this issue for you. The status has not been updated to fixed as of yet. I will be sure to bump up the community interest in the report for you. I hope this information helps.

Make it a great day

avatar image theveach Jun 29 '16 at 10:59 PM

I dont know if it helps at all but the issue still persists in 4.12.4. I also noticed that whatever client the Unreal Engine Editor gives Authority to, is the client that has the clickable space;however, which ever client has ListenServer, is the client that can click. So if you line up your cursor on the ListenServer with the Client that has Authority you can actually click it.

That neither fixes the issue nor a workaround but i hope it can help with a fix.

Thank ya thank ya

avatar image fryspunkt Jan 02 '17 at 12:51 AM

Is it will be ever fixed?

avatar image Rudy Q ♦♦ STAFF Jan 03 '17 at 02:15 PM

Hello vcid,

I have provided a link to the public tracker. Please feel free to use the link provided for tracking future updates.

Link: https://issues.unrealengine.com/issue/UE-6411

Make it a great day

avatar image Wobbleyheadedbob Mar 06 '17 at 01:08 PM

So the public tracker has this listed as "Won't Fix"... poop.

C'mon people upvote this issue!

avatar image Rudy Q ♦♦ STAFF Mar 06 '17 at 03:08 PM

Hello Wobbleyheadedbob,

This issue has been closed as 'Won't Fix' due to an extended period of time without updates. I have reopened this issue due to your show of interest.

Make it a great day

avatar image Wobbleyheadedbob Mar 06 '17 at 03:32 PM

I figured

Was just dropping a message here as I was hoping there were other people wanting a fix as well.

avatar image Tea-Rexx Mar 13 '18 at 06:50 AM

please reopen this or i will have to hirer a coder to make a version that works

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Any updates on this? Still broken on UE 4.17.

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answered Nov 19 '17 at 10:24 PM

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RyroNZ
61 1 2 4

avatar image Wobbleyheadedbob Feb 25 '18 at 09:03 PM

Still broken on UE 4.18.

avatar image MatzeOGH Mar 06 '18 at 03:15 PM

I'm experiencing the same problem on UE4.18

avatar image Constantin Suman May 04 '18 at 10:08 AM

Bug present in 4.19. I gave my solution as an answer here.

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I just discovered and tested a quick solution for the Click issue on UButtons in multiplayer VR environment.

Instead of using "OnClicked", use "OnReleased".

E.g.: replace: materialSelectionBtn->OnClicked.AddDynamic(this, &AInteractableActorMenu::OnBtnChangeMaterialClick); with materialSelectionBtn->OnReleased.AddDynamic(this, &AInteractableActorMenu::OnBtnChangeMaterialReleased);

Note: Same thing applies for blueprints (OnClicked doesn't work, OnReleased works).

Note: Still didn't find a solution for "OnHovered On/Off" which are triggered on each tick even on cursor being still on button.

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answered May 10 '18 at 02:49 PM

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Constantin Suman
44 2 7

avatar image Vormulac Oct 03 '18 at 11:54 PM

Thanks Constantine. I just ran across this problem myself and your suggestion works.

For whatever reason OnClicked doesn't work but OnReleased does.

Thanks again :D

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UE4.19 - Multiplayer VR, menu system:

1 -- Bug with Click --

Description: click is not triggered on any client when more then one client is present in the game

[WORKS] when testing in multiplayer environment with one dedicated machine for dedicated server and one dedicated machine for a client

[DOESN'T WORK] when launching a second client

Note: if one client leaves the game and remains just another one client, the CLICK starts working properly

Hack/Workaround: Fortunately the HoveredOn/Off functionality is triggered, so I know which widget is currently hoveredOn. I trigger the "click" functionality directly from the controller, without relying on "mouse left click", and do stuff related to the widget.

Unfortunately: HoveredOn/Off functionality stops working normally if more than one client is connected to the game.

2 -- Bug with HoveredOn/Off --

Description: HoveredOn and HoveredOff events are triggered one after another on each Tick, when more than one client is connected to the server, even when the cursor doesn't move and is always on the button.

So HoveredOn basically works like "OnColliding".

The good news is that at least HoveredOn starts being triggered on hover-on and stops being triggered on hover-off. The bad news is that you really never know when hover-off happens, since HoveredOff is also triggered on every tick right after HoveredOn.

So I defined the true HoveredOff event.

Hack/Workaround: I have set the parent actor of this widget to check on each Tick if HoveredOn has been triggered. If HoveredOn is not triggerd for one Tick, on the second Tick I know for sure that we have a true HoveredOff event.

The cons of this solution is that I lose one Tick, but this is not crucial for me, since this is just a menu system with buttons. In addition, to cover the loosing of "One Tick", I could be using a preventive approach and calculating stuff on each tick, one tick before the "True HoveredOff" event, and then applying the calculations.

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answered May 04 '18 at 09:57 AM

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Constantin Suman
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avatar image Aidan Puche May 04 '18 at 06:22 PM

Finally has not effective solution, I did a SET CUSTOM HIT. Now all works, hover and click. But if you let the Widget Interaction as Mouse, in multiplayer setups not work any second CLICK or HOVER. The first always will do the hovered or click, but if you changed to another widget ( widget index or try to click in other button, the system stop work, hovered or clicked)

I recommend to everyone to create a CUSTOM HIT, is relatively simple, only shot a trace from motioncontroller to forward vector + units as you like the trace lenght, set the HIT result as SET CUSTOM HIT, and set the widget interaction mode as custom.

Of course, all of this in VR, in Desktop Mode works fine.

And is how i resolved this issue.

Thanks Constantin for the help, for this i love the unreal community. Always ready to help.

avatar image Constantin Suman May 08 '18 at 08:35 PM

If I had more time, I’d actually implement my own “click/hover” system or fix the one from UE. Unfortunately I work not for Epic so can’t work on the engine as much as I would like to, but rather choose the cheap’n’dirty hacks like this to accomplish my direct tasks.

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