When using 3D UMG widgets in the format outlined below and in some others that I attempted, 3D UMG widgets with interactive elements do not work as intended.
The mouse position (or the crosshair) do not translate to world position for any 3D UMG widget in World Space correctly.
I’ve included the following gif to demonstrate the issue.
I’ve had a few issues with converting mouse position to world space in 4.7 recently too with Blueprint - this may be a related issue?
The following setup was used to reproduce:
Empty Level
Basic Skybox (Stars in my case)
Actor Blueprint with Widget Component
Size Widget Component to match UMG Blueprint (1920x1080)
UMG Blueprint 1920x1080 with a button with rollover and click effects
Custom empty game mode using a custom empty player character.
Turned on Mouse for the Player Character.
Hi Rudy, sorry for the vagueness of my post, I was quite tired at the time.
I am using 4.7.2 from source (github)
It reproduces in all new projects.
Reproduction Steps:
Create a blank project
Create a UMG Widget, make sure the size is 720p and put a button in the middle of the screen.
Create a BP, add a Widget component and make sure the size is set to 1280x720, and scale down so that it’s not too overhuge. (I used 0.25) and also scale up the interaction distance.
Create a new GameMode and Character, set the mouse to be visible on the Character
Create a new Map and in world settings set the GameMode to the new one you’ve created and the Character to the Character you’ve created.
After looking over the new information provided I was able to determine that this is a known issue (UE-11299) and that it has be resolved internally. This solution will be available in a later release of the engine. Thank you for you time and information.
After doing a bit of digging I found that there is a similar issue (UE-20777) that has been reported and submitted to the developers for further consideration. I will be sure to bump the community interest for this issue. Thank you for your time and information.