[Bug] 3D UMG Widgets - Mouse Position does not Translate to World Position

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.

34939-3dumgbug.gif

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.

I am having the same issue.

Hello noms,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. What version of the engine are you using?
  2. Can you reproduce this in a clean project?
  3. If so, could you provide a detailed set of steps to reproduce this issue on our end?

Hi Rudy, sorry for the vagueness of my post, I was quite tired at the time.

  1. I am using 4.7.2 from source (github)
  2. It reproduces in all new projects.
  3. 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.
  • Play, and attempt to mouse over the button.

Hello noms,

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.

Make it a great day

Is there any way for us to get the solution earlier? A few features are kinda waiting on this to be functional in our project.

I can provide you with the commit that contains the fix for this issue if you would like to pull it from Github and then implement the changes.

You can find this specific commit containing this fix here:

https://github.com/EpicGames/UnrealEngine/commit/f85f8415fc346735053782182e7eeba70a41444d

Here is some additional information about commits:

Make it a great day

Hi Rudy,

We’ve gone ahead and merged in those changes and can confirm that they do in fact work as intended. Thanks a lot for your help! :slight_smile:

Hello noms,

I am happy to hear that you have things working.

Hi Rudy,
I am using 4.9.0 release from source (github), bu i still have the same qustion, can you help me?

Hello ,

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.

Make it a great day