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VR 3D interactive widget does not react to click

So I'm trying to get this start menu with a 3D interactive widget to work. I think it is interacting with the hand mesh in some way because when the hand mesh hovers over a button, the button lights up (though it does light up on and off rapidly in a seizure inducing way like there's something wrong, which may be part of the issue.) I'm trying to get the button to react to the right trigger, but my code isn't working nor is the print statement at the end of the code printing. What might be the issue?alt text

alt text

Product Version: UE 4.18
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brantly01.png (325.7 kB)
brantly04.png (907.3 kB)
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asked May 31 '18 at 05:29 PM in VR

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Anna_Jean
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avatar image shardfall May 31 '18 at 05:38 PM

Your interaction component and controls are definitely set up right, is your widget set up right to react to clicks properly? are you testing in play mode? if so you may want to go to launch mode cause there is an issue that causes play mode to stop processing button clicks.

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2 answers: sort voted first

Thanks to shardfall for the help! I figured out what it was! The motion controller does not receive input at all. The motion pawn does. Here's how I ended up linking the two of them together: alt textalt text

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answered Jun 04 '18 at 07:40 PM

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Anna_Jean
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avatar image Gryphox Oct 31 '18 at 03:02 AM

Hi, I am struggling atm with making my widget interactable and was follwing your solution hoping it may help (im extrememly new to unreal) How did you make your "Interaction with menu" events in the second image?

avatar image jonmoss7 Jan 01 '19 at 03:41 PM

Need help with this as well. I feel like I am missing a step or just do not know which node to use to interact with my Main Menu Interactive Widget. I see that you have made an "Interaction with Menu" node but do not explain how you made the node. I have gotten to the point where I can enter my game and highlight the buttons on the menu but when I click the trigger on the motion controllers nothing happens. Gryphox and I need help!

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I would say if your print statement isn't printing it's definitely not registering the controller button press, test your game through launch instead of play and you should be able to test it properly, though for testing purposes i would build an empty text render off the head mesh and set the text there instead of using a print string as you can't really see them in VR.

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answered May 31 '18 at 05:45 PM

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shardfall
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avatar image Anna_Jean May 31 '18 at 06:18 PM

I just search the logs after, so print string has been working, but thanks for the tip! I think it is registering the controller, though, because the hands clench up into a fist indicating they are trying to grab. so they are getting the trigger input. Thanks for your feedback though!

avatar image shardfall May 31 '18 at 06:26 PM

Do you have the trigger set to some other input that is possibly overriding it then? Otherwise all i can think of it something is set wrong in the 3d widget.

avatar image Anna_Jean May 31 '18 at 06:30 PM

I don't have it set to anything else, but is it possible that the grab function is somehow overriding it? Otherwise, my 3D widget looks like thisalt text

brantly02.png (1.3 MB)
brantly03.png (275.2 kB)
avatar image Anna_Jean May 31 '18 at 06:43 PM

Okay, so I launched the game, and for some reason this caused the hands to stop tracking, so if you have any thoughts on fixing that, I would be interested to hear haha

avatar image Anna_Jean May 31 '18 at 06:46 PM

Just kidding, they weren't tracking because I didn't realize the power on the controller had gone off

avatar image shardfall May 31 '18 at 06:50 PM

try adding them to your grab event like this, instead of as part of a separate input? maybe that will get some results? alt text

widgetinteract.png (133.8 kB)
avatar image shardfall May 31 '18 at 06:51 PM

ignore the time dilation stuff, that's how i detect when my menu's are open.

avatar image Anna_Jean Jun 01 '18 at 03:45 PM

Sorry, did you add this in your grab actor function, or is that part of your main event graph?

avatar image shardfall Jun 01 '18 at 04:01 PM

that should be in your main event graph wherever your grab function is called. have a branch to check if your widget is active and if it is call the pointer, otherwise your grab.

avatar image Anna_Jean Jun 01 '18 at 04:46 PM

oh wait, you put this in your blueprints for you motion controller pawn, didn't you? I've been coding in the event graph for the motion controller with the hand meshes. is it possible this is the problem? could you show me your set up in your motion control pawn viewport please? thank you so much!

avatar image shardfall Jun 01 '18 at 04:53 PM

To be completely honest i don't know if that's a problem or not, i have always handled input events through my pawn class and i guess just assumed that was how it was intended to be done. alt text

viewport.png (656.7 kB)
avatar image shardfall Jun 01 '18 at 04:59 PM

and the picture i sent earlier is the input grab processing in the pawn event graph. i first check for widget, then for my game check for active spell, and after those checks finally call on my grab function alt text

grab.png (146.7 kB)
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