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How to use Widget interaction in top down templete

i am having trouble findind a way to use the widget interaction in a top down templete i tried to attach it to the Cursor To World but it still dosent work can someone plz give me a way to do it plz

Product Version: UE 4.14
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asked Jan 25 '17 at 06:58 PM in Blueprint Scripting

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avatar image JavierRamello Apr 13 '17 at 03:48 PM

Any news on this topic?? Widget interaction doesn't seem to work on Top To down template

avatar image 678GUY Apr 13 '17 at 04:05 PM

no but it does work it just dosent work in the curser world thing

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2 answers: sort voted first

I don't quite understand what you intend to do by attaching it to the CursorToWorld. Could you be more specific?

I am going with the assumption you are using the widget in a HUD, correct? If you want to use widgets, try something like this:

  1. Create a canvas widget, in your [Content Browser]

  2. Add a button to the widget

  3. Click on the panel's graph and add an OnClick event to your button (Hint: "details" panel for the button)

  4. Open your HUD blueprint

  5. At the BeginPlay node of your HUD, add these nodes:

  6. [Create Widget] (Set the class to the canvas panel you had just created)

  7. [Add to Viewport] (Connect the pins from the [Create Widget] node to this node)

  8. Add something to the buttom's OnClicked event

  9. Run the game to see if it was all done correctly.

Does that help?

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answered Jan 25 '17 at 07:24 PM

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Zakku Arashi
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avatar image 678GUY Jan 26 '17 at 05:31 AM

i am soory i didnt provide enough deteils what i mean is i want to interact with a 3D widget with the cursor i move the charctor in the top down templete

avatar image Zakku Arashi Jan 26 '17 at 06:56 AM

I'm afraid I still don't follow.

You can use [Convert Mouse Location to World Space] with a normalizer, but that wouldn't be very practical.

With [Input Mouse Delta], [Get Mouse Position Scaled by DPI], [Get Viewport Scale], [Get Viewport Size] and [Set Actor Relative Location], you can control the actor's feet. A quick solution would be to also use [Normalize to Range] and [Clamp to Range] to set the sensitivity because 2D mouse coords won't translate well in 3D space.

If you mean you want to use the mouse to control the actor's view, you can use [Get Base Aim Rotation] for your camera with [Find Look at Rotation] to change where the actor looks.

As for the widget, I really don't know what kind of interaction you need,

avatar image 678GUY Jan 26 '17 at 08:50 PM

in the top down templete you have a mouse and i want that mouse to have an interaction componment so i can interact with 3D widgets

avatar image JavierRamello Apr 13 '17 at 04:06 PM

Try activating the "Receive Hardware Input" checkbox in your widget component. That fixed the problem on my case

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Hello, Friend, I hope it's not too late for me to answer this Question :). For past few days I have been making a Game on top down template,In my game, I have this particular site where I can place my towers.So while playing the game I wanted the player to click on the site and then tower will drop from orbit on that location. So how I managed this is by using on clicked event on my drop site. So when I click on that site the drop comes in from the orbit. In your case, it seems that your onclicked event is not firing.Hence even on clicking nothing is happening. So consider doing this: 1.Go to your Project Settings>> Input>>Mouse Properties>>Use mouse for touch [ False] This should do the trick if not proceed..alt text 2.Try adding Widget Interaction component inside your player blueprint. settings alt text

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answered Sep 12 '17 at 07:16 PM

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