How do I properly set user focus on a 3D UserWidget via blueprints?
How do I set keyboard focus to a 3D widget (that was not added to viewport) via blueprints? I have a UMG UserWidget, which extends a C++ UserWidget.
I am trying to set the user focus on the widget, such that I can check "Has User Focus" in blueprints when listening for input. The goal is to get the keyboard to work on the menu (in 3D) without adding it to the viewport.
Some reference: Method for creating 3D Widgets from the tutorial no longer seems to work. Method for using WidgetInteractionComponent seems to only target mouse/look-at interaction, i.e. "The Widget Interaction component performs a Raycast to see if it hits a Widget Component placed in the world and if it hits one, you can set up rules to determine how to interact with it."
Here is what I've tried so far, both in the node graph of the Actor that houses the widget, called "LeftMenuPlane", (starting with Event BeginPlay, as shown, and in the node graph of the UMG widget itself starting with the "Construct" event. Unfortunately, when I check "Has User Focus" (as shown below) it always returns false, even after immediately setting it. Please advise.
V1. Set Input Game Mode and UI Node
V2. Set User Focus
V3. "Set Input Game Mode and UI Node" followed by "Set User Focus"
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