Pause Menu in VR
I'm trying to make a game for the Oculus Rift and I'm having problems with getting UMG to behave properly.
I've created a Pause Menu that works fine when not running in VR. However in VR the on-screen menu is split between the left and the right eye. So I used a 3d widget and now I can pause the game and create a wall in front of the player on which my pause menu is projected, however the menu on the wall is not getting my input: the button that should be focused is not highlighted and it doesn't react to keyboard or mouse input
Is there a standard way of creating a pause menu for VR games?
asked Aug 09 '15 at 09:42 AM in Blueprint Scripting
This is because you have to use a line trace when using a HMD device to interact with UMG. It would be great if we could get an event model for HMD also.
answered Sep 08 '15 at 02:18 PM
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