UMG Buttons Unresponsive on iPad

Using 4.6.1 I have created a UMG blueprint that includes buttons for interface elements. When I first created the blueprint the buttons worked fine. After successive edits however, the buttons are no longer tappable on the iPad. A list of the things I’ve done / changes I’ve made:

  1. I added a new button to the interface. The buttons all use custom images for each of the 4 states of the button.
  2. I added an Event Tick to the graph for the interface so that it can respond to hiding and showing interface elements based on the game state.
  3. I changed the anchor offsets and positions of the elements to account for there being a new button.

This problem is insidious because creating a new blueprint and redoing all of my work seems to resolve the problem until the next edit needs to be made at which point it’s a crap-shoot as to whether or not the buttons will break.

Since this problem originally exhibited (the day before we were @ epic) I have recreated the interactive layer of the UI twice to overcome this problem. I’d like to find a final resolution so please let me know what we need to provide or how we need to describe the problem to get it resolved.

We need a working UI for GDC so time is kind of a priority.

Thanks.

I need a project I can run that reproduces the problem :slight_smile:

I just spent an hour building a test project to show you what’s happening.

As embarrassing as it might be I’m gonna have to eat the crow on this one. I checked some of your other posts regarding UMG implementation and in one you expressly state that it’s smart to set a local member to the value of the returned widget to ensure that you aren’t creating copies. You don’t specify why it’s a good idea (other than general practice) but it appears that one of the side-effects is that UMG widgets placed over top of each other that interpret touch / mouse events interfere with each other and break the build.

After putting this in place in the location where the interaction layer is built and added to the viewport; the problem appears to have abated.

Sorry for wasting everyone’s time, tell Chance/Mike I said thanks.