UMG Menu interfering with line traces
I have a VR pawn with a head capsule that I attach a Widget Component to (a Menu) I can interact with this menu just fine, and turn it on and off by switching its visibility.
I think, however, the way the Widget menu is set up is a little strange. First of all, I have to set visibility tracing to block to be able to interact with it. This means that every line trace I do for the player and pawns in the world will block against the menu pane, generating a hit. This even happens when the menu is switched to invisible (Visibility off). Is this really how it is supposed to work? This means if the menu has been shown once, it is stuck to the player's face, working effectively as a shield against enemies missiles and line traces to search for the player.
It is very annoying having to create separate trace channels or set my every trace to ignore WidgetComponents.
Also, setting the widget component to 'Screen' does nothing - my menu is not showing at all. This means I have to set my menu to 'World' - and it will be occluded by geometry in my world.
Another problem is that if I pause the game while showing the menu - I also pause the WidgetInteraction and I then can't interact with the menu...?
Am I missing something obvious? How are others doing this?
Follow this question
Once you sign in you will be able to subscribe for any updates here