Widget Problems - Video attached
Watch the video. It shows that changing, rotation, draw size, or pivot point of an added widget component effects where the mouse is detected. I've wasted a company day trying to just add a damn widget component in-front of the character. The widget cannot be in a static widget component, its not performance friendly and needs to be destroyed. Like what do epic developers do? For Christ sake I cant even set a location or rotation without .998897... crap behind it. EPIC STOP ADDING BROKEN FEATURES ON TOP OF A BROKEN ENGINE!!!!! Day Z and Arma probably have less bugs and are better on performance. I cant count the hours wasted by functionality that epic says is working. Workarounds on top of workarounds. Code and blueprints. As much as it would now cost to switch to unity, its looking more and more like the intelligent choice. If someone can explain this widget error many thx. 3 Developers at my company cant figure your stupid widgets out. At least Scaleform used to work. #EpicWastingMoney.
Hello Stunt Thumper,
I was able to reproduce this issue on our end. I have written up a report ( UE-23449) and I have submitted it to the developers for further consideration. I will provide updates with any pertinent information as it becomes available. I have provided additional information that may possibly be used in a workaround below. Thank you for your information and time.
I found that I could change the size of the button at run time by casting to the widget and slotting it as a canvas slot. I found that altering the appearance of the widget with in the widget blueprint it's self proved to be more reliable in this case. I hope that this workaround is viable.
Note: You may need to use the default anchor setting (top left)
Make it a great day
answered Nov 17 '15 at 10:16 PM
Rudy Q ♦♦ STAFF
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