Interact with UMG buttons via player aim rather than the mouse cursor.

Hi guys,

I am currently trying to develop an in world UMG. This currently works, however, I would like to get the interactions working with the players aim, rather than their mouse cursor.

Before UMG I made a blueprint with several components, one of which was a static mesh surrounded by a box that would catch a ray cast from the player.

Thanks in advance for any information.

Solved this by using the UMG as a widget component of a blueprint, then adding a box component box component (hidden in game) over the same dimensions as the button. Then creating a ray trace that is blocked on a custom channel that only the “button boxes” can block. Upon ‘blocking’ collision, the buttons will then carry out their functions.