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 ■■■■ 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.

Your video is private.
And please edit your post with proper language so that i can approve it.

Thanks.

Try now…

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.

Additional info:

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)

Example:

Make it a great day

Thx Rudy, Ill try yet another work around tomorrow and let you know my results. At work im on 4.9, home im on 4.10 so ill try it in both.

The Widget Component continues to be experimental. We have never claimed it to be in perfect working order. We’ve tried to advertise the warning as much as possible short of throwing up a modal dialog. From your own video,

I get that its experimental, It has been for at least over a year now. So, A) its taking way to long to develop 3d HUDs for a “VR Engine”. B) What I’m trying to do with the widget is literally the most basic script I could make (So clearly Epic doesn’t bother testing). And C) hiding behind the excuse “Its experimental” is sad. Don’t get me started on all the workarounds for items that are not marked experimental that are bugged.