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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?

Thanks,

Jaksa

Product Version: UE 4.7
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asked Aug 09 '15 at 09:42 AM in Blueprint Scripting

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Jaksa
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2 answers: sort voted first

In the 4.13 and above you can just use Widget Interaction Component, set interaction source to "Center Screen"

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answered Nov 25 '16 at 02:58 PM

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AndrewFord
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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.

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answered Sep 08 '15 at 02:18 PM

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Doublezer0
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avatar image jessome Oct 01 '15 at 05:04 PM

Is there an example of line trace/UMG interaction out in the wild? So far I haven't been able to transform my raycast hit information into anything UMG can use.

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