Stopping UMG buttons from consuming input
I have a mobile game with an interactive UI done in UMG and some game logic that reacts to input underneath.
I'm binding input events in my PlayerController like this:
The problem is that buttons in the UI block input events from reaching the controller. So if a player starts dragging in the gameplay area but lets go while on top of a button my controller never gets a TouchEnd event. Likewise if a player starts dragging while on a button I never get a TouchBegin etc.
Is there a way to remedy this? I.e. make the buttons not consume input events, but have them still react like normal buttons firing their own OnClick logic etc.
asked Jun 01 '15 at 09:19 PM in C++ Programming
Same problem here. Works on Windows but as soon as I deploy it on Android it seems like I don't even get proper screen coordinates for the touch event and therefore my object is spawned at the location I pressed last on the screen which is no umg element.
answered Nov 16 '15 at 03:05 PM
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