x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

3D Widget Interaction When Paused

Hello,

I have a widget component in an actor placed in the world, which I can interact with using the mouse via a WidgetInteraction component placed in the FirstPersonCharacter actor.

However, I would like to be able to pause the game whilst the user does this interaction (for a mission system displayed in a PDA-style device held in front of the player). Unfortunately, whilst the trace finds the widget (I have the WidgetInteraction component sending the GetHoveredWidgetComponent value to a print string node on EventTick), clicks do not work. The UMG buttons don't register the mouse pointer hover either.

I have the FPS character set to tick when paused as well as the actor that the widget component is in.

How do I make the 3D widget component respond to the mouse pointer (hover and clicks) when the game is paused? It is even possible?

Thanks!

Product Version: UE 4.16
Tags:
more ▼

asked Jun 15 '17 at 09:30 PM in Blueprint Scripting

avatar image

Bob3DGames
109 3 10 16

avatar image Till Riemer Jun 16 '17 at 08:24 AM

Same problem here - 3D widget actor is set to "tick even when paused" and the widget timing policy set to "Real Time". The widget interaction component finds the widget (debug hit marker draws) but the 3D widget doesn't receive any mouse events in pause mode - neither input events in the UMG widget, nor any of the 3D widget events fire.

My workaround for this is essentially to set the global time dilation to a reaaally low value to "simulate" pause mode (you can change the upper and lower bounds in the project settings, just don't set it to 0).

avatar image Bob3DGames Jun 16 '17 at 09:47 PM

Thanks, that does seem to work. I've set global time dilation to 0.000000001.

In theory, this would mean it would take over thirty years real time for a second to pass in game time. I doubt it really works like that though.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question