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Widget Interaction mouse problem

Hi there! I did a ring menu for vr that is controlllable with vive controlers using the new widge interaction component introduced in 4.13. So far everything works as long as I don't move my mouse. As soon as I move the mouse it seems the mouse input switches between mouse and widget interaction component every frame. I have overwritten the "onMouseMove" function in my widget and this function recieves alternating inputs which causes to activate and deactivate the button I point on every frame.

Is there a posibility to check whether the "onMouseMove" was caused by a widget interaction component or the mouse? Or does someone have an idea how to circumvent this problem?

Thank you very much!

Product Version: UE 4.13
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asked Oct 26 '16 at 08:19 AM in Blueprint Scripting

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Appsite GmbH
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I already found the answer myself... I used the getPointerIndex function from the MouseEvent and then filtered for the ones I specified in the widget interaction components. So no more collisions are happening.

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answered Oct 27 '16 at 10:35 AM

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