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3D Widget Interaction When Paused


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?


Product Version: UE 4.16
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asked Jun 15 '17 at 09:30 PM in Blueprint Scripting

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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.

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