[Bug] UMG Widget, "OnPressed" together with Button Disable consumes Input

Hey there,

i hope it is possible for you to recreate this. I don’t have the time right now to test this in a fresh Project.

I’m using a Mobile Blank Project in which i’ve set Mouse clicks to simulate touch events.

I created a widget that with a button. This button gets the “OnPressed” event. It does some things and eventually also disables itself (So it calls Set Is Enabled on itself). After this, i can’t click anymore. Neither on buttons, scrollboxes etc in this widget, nor on other widgets or on actors in the scene. Mouse over still works though.

If i replace this OnPressed with OnClicked it works again. Seems like “OnPressed” doesn’t release the Input when it is disabled directly in the Event call.

PS: Someone on Slack commented this and i found this a pretty good explanation of what is going on:

Quote from at SlackChat:

Ah, so OnPressed presumably fires as soon as the button is pressed, whereas OnClicked fires after it’s been released.
I’d say that the widget captures the
mouse in it’s internal OnPressed
handler, and then being disabled
prevents it from receiving the
released signal, so it never releases
capture.

Hello ,

This is a known issue (UE-20311) and it has been reported and sent to the developer for further consideration. I will be sure to bump up the community interest for this issue. Thank you for your time and information.

Make it a great day

Just bumping to say that this is still an issue in 4.12.5.

Hello Narg,

I have provided a link to the public tracker. Please feel free to visit the link provided for future updates.

Link: Unreal Engine Issues and Bug Tracker (UE-20311)

Make it a great day