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

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.

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.

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

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