So many widgets consumes input

Combobox consumes tab + space
Button consumes tab + space
Scrollbox consumes mouse wheel + right mouse button

Probably all of them also consumes arrow keys, I’m not sure.

The question is:

for the effort, but can I turn off all of this input consumption events? I want to implement my own input events on these keys, and these hardcoded inputs are making it really hard to do, sometimes impossible, and I probably can change it, by going into c++, but i’m not that good with c++, and specially with ue4 source code.

And on top of that, it really hurts if my widget is in 3d space, it consumes player input, so my player can not jump anymore after I press button on 3dwidget! That’s insane!

Engine version I’m currently using is 4.12.5.

Hi normal_ST,

I’ve answered an issue similar to this here: InputAxis stops working after clicking Widget button - UI - Epic Developer Community Forums

You may have to scroll down a bit for the answer, but basically you need to uncheck “is focusable” in your widget BP for buttons so that they don’t interupt keyboard inputs.

let me know if that helps,

for the answer!

About “is focusable”, Already done it with buttons, it doesn’t help, for now, I’m using a lot of hacks to avoid this kind of stuff, but hacks does not always help.

In ue4.13, there is now a different kind of widget3d interaction component, I don’t know if it changes anything.

But still, with 2d widget, problem stays the same, especially with scrollbox, it consumes “Right mouse button” input, to navigate up and down, and basically I can’t rebind it, or redefine navigate function… at least inside blueprints.

Oh, and the hack with 3dwidgets:

After button was pressed, turn the mouse off, and set input mode to game only, after that, set mouse on, and set input mode UI and game(3dwidgets). Just if anyone curious.

Sorry, I had assumed that functionality existed for the combo box as well. I just entered a feature request for this issue here: Unreal Engine Issues and Bug Tracker (UE-36510)

If this feature gets implemented you should be able to use a combo box with out inputs getting interrupted. Although I can’t guarantee that this feature will be implemented.

,

Why are you mentioned combobox? “is focusable” there will not fix this,yeah this should be implemented there in the first place I guess.

But in my case, “is focusable” is not helping, just like it is not helping with buttons right now, the only way to gain control of my controller input, is through using a hack, which is not a perfect solution.

What I asking is: can I override these input events in buttons\combobox\scrollbox\etc. ? Because if not, well, there is almost 0 sense at all in using any of these widgets without ability to fully control them, and unfortunately I need to waste time, and create my own widgets, which is nuts, it’s basic functionality of the interface…

Hi normal_ST,

If by “override input” you mean interact with widgets and still be able to move your character then yes. That should be possible.

The issue you are mentioning should not be occurring as you are stating. I’m going to need some more information to understand how your problem is happening.

  • Please provide a screenshot of your widget blueprint event graph as well as how it is being created in your scene.
  • Can you explain how you are interacting specifically with your 2d widget. For example are you showing mouse cursor and clicking on buttons while running around?

I’d like to be able to recreate your issue in order to understand your problem and how to solve it.

Thank you for your patience,

Okay, I tested everything again, and it seems like “is focusable” actually work now, but only for 2d widgets.(It was late night yesterday, or maybe ue4 bugged and I didn’t restart it, I don’t know for sure)

I installed 4.13, for test purpose, and first of all, there is “is focusable” in sliders(None in 4.12), which is work like a charm, no keyboard keys consumed when I use slider, too bad there is still hardcoded events in scrollbox(I talking mainly about RightMouseButton, at least I can turn off mouse wheel), and I assume that 3dwidgets will work fine, it’s just ASSUMPTION, because there is now a different approach to interact with them so yeah, I will give a try 4.13 sometime soon, hope that 3dwidgets interaction there is much better.

For now, the only problem that I have, and is still not fixed in 4.13, is not being able to override RightMouseButton event, in ScrollBox widget, that’s it for now. Can you clarify something with that?

Anyway for your time, and take care. :slight_smile: