[4.8] Still no solution for keyboard/gamepad input in 3D UMG Widgets?
I know about the input nodes stemming from Player Controller, like Show Mouse Cursor, or Ignore Move/Look, and I also the Set Input Mode nodes. Nothing can get keyboard input to work on the 3D UMG. Mouse cursor interactions work, but for my use case I need to be able to scroll through a long list of buttons with arrow keys or a gamepad joystick/D-pad, and also have the widget be in world space (because of VR).
The huge glimmer of hope is that when I have clicked on one of the buttons in my array using the mouse, and then I hit enter or space, the button clicks. So some keyboard input does work. So perhaps it is just a matter of relinquishing the right inputs being held hostage by some particular class.
asked Jun 25 '15 at 03:31 AM in Using UE4
This is totally possible, it's just a very manual process. You basically have to create an index integer, and increment/decrement that variable based on user input. Then, depending on the value of that index, you'll do something to your menu. In most cases, you'll be "highlighting" or setting active a particular button, so after the switch you might do something like scale the associated button in size, or change it's color.
You'll then run a similar function for the Enter key, that when pressed will check what index the cursor is at and do the appropriate action.
Agreed, it would be really nice to have keyboard/gamepad support inherently in UMG, but this is the only method I know of to do what you're talking about. Can confirm it works in both standard and VR widgets - see ethereallegends.com
answered Sep 13 '15 at 02:03 PM
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