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UMG widget hovered state following focus?

We have a UMG-built menu system which works well with mouse input. It uses the hovered state style to change buttons when they are hovered with the mouse.

Now adding controller support, but the widgets are just getting focus changed.

Can we re-use the hovered style when the user is using a controller? If not what is the intended workflow? The user needs feedback when they are navigating a menu!

(4.6 release)

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asked Dec 08 '14 at 06:48 PM in Blueprint Scripting

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cgrebeld
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avatar image Taurian Mar 31 '15 at 05:27 PM

I'd like to know this as well.

avatar image Gatherer Apr 10 '15 at 03:38 PM

This is exactly what I'd need right now.

avatar image Taurian Apr 10 '15 at 03:40 PM

Upvote it.

avatar image Doublezer0 Jun 10 '16 at 10:30 PM

isHovered is only used when a pointer is above a widget. Using a gamepad means no pointer but you can presume that if the object has focus and the last key pressed was a gamepad key, the isHovered is true and you can set a style based on that. It would be nice to be able to force isHovered. There will be something in the slate code regarding that however.

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