UMG Widgets consuming touch input
I have a full-screen HUD widget, on which I need to capture OnTouchEnded and OnTouchMoved events. As I found out, clean canvas don't fire these events, so I had to add a Spacer element on the widget, which covers it from border to border. Weird, but it works.
However, I also have some objects on the map with 3D Widget components (and yes, I know they are experimental) with buttons. The buttons do not capture clicks ( = touches), if the HUD widget's Spacer is overlaying them. If I have a HUD with just clean canvas, buttons on 3D Widget components are successfully capturing clicks, but then OnTouch events do not work for HUD, as I mentioned.
What would be a good solution here?
asked Jun 30 '15 at 01:05 PM in Using UE4
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