WidgetInteractionComponent pointer index behavior inconsistency

I’m working on a multiplayer project that is using the WidgetInteractionComponent to get input from users in VR. Each user has 2 instances of WIC, one for each hand.

If I launch and run without connecting any players to hosts (i.e. basically in single player mode), user input is properly routed to the UMG menus for the user - as the user moves their virtual cursor, the widgets highlight properly, clicks are handled, etc.

As soon as one player connects to another player that is acting as the host, the WIC for one hand of both players stops working. For both the host and the client player, one hand continues to work fine, but for both players their other hand’s input no longer works - no UMG elements highlight anymore and button down events still work but clicks do not (i.e. UMG buttons no longer highlight but they do show the pressed state when pressed, but a press+release action does not result in a click event).

After lots of experimentation and wild guesses, I changed the WIC pointer index values from 0 and 1 (for left and right hands, respectively), to 1 and 2.

In single player mode, using pointer indexes of 0 and 1 works fine, but in multiplayer it’s as if a pointer index of 0 is silently ignored or not allowed. Once I changed each player’s WICs to use pointer indexes of 1 and 2, then things worked consistently in both singleplayer and multiplayer, and for both players.

I tried this on both 4.13.2 and 4.14.1 and both had the same behavior.

This problem is no longer holding me up, but I thought I’d report it because it took me forever to figure out and because I’m not sure if this is intended behavior that I don’t understand or a bug somewhere.

Hello dfb,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. If so, could you provide a detailed list of steps to reproduce this issue on our end?
  3. Could you provide screen shots of any blueprints/settings that may be involved with this issue

Hello dfb,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will follow up.

Thanks,

Thanks - this helped us get round an issue with 2 networked players interacting with menu components wasn’t working as expected

Yay, glad to hear it helped! I still owe Epic a sample project (I feel bad for not having done that yet but I’m still on a tight schedule unfortunately) but I’m happy the partial info was useful to you. Good luck!

Seems like this isn’t solved yet even in UE 5.2.
The fix for using 1, 2 indexes broke the singleplayer VR pawn UI interaction in my case.
So, I added a workaround to disable ticking on the widget interaction components for remote (not locally controlled) pawns at begin play.
That seems to work.