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Pressing a button with blueprints


I know this has been asked multiple times, but there doesn't seem to be a clear (or perhaps updated) answer. Simply put, I'd like to hover and press a UMG widget button through the use of blueprints, rather than having it be done by the mouse.

It seems that the answers I've found are overly-complicated for a task like this. Honestly, I might make a UE4 suggestion to add a 'hover' and 'press' toggle in blueprinting to make this whole thing a lot easier. Perhaps a 'set state' to switch between normal, hovered and pressed. Right now, it seems to be quite annoying to set up.

Thank you!

Product Version: UE 4.20
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asked Aug 06 '18 at 03:37 AM in Blueprint Scripting

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avatar image Hemlock Aug 06 '18 at 04:09 AM

What do you mean "rather than having it be done by the mouse"? Do you have your own controller or something?

avatar image Everynone Aug 06 '18 at 07:34 AM

@Hemlock - it's about simulating pressing a button - all the bells and whistles associated with the action but without using the mouse, with states and all. As if you wanted to observe someone else operating the button (perhaps a tutorial sequence showing you what to click)

As far as I know (and I've seen it confirmed by Epic staff) you cannot invoke a button click. It's simply not exposed to blueprint and called only when the mouse cursor interacts with the button.

Your best bet is to extend the existing button in slate and add the functionality you need yourself. I don't think I've seen a workaround for this in BP.

avatar image Delos-X Aug 06 '18 at 09:22 AM

Yeah. What I want to achieve is simply a simulation of a button press/hold/release on a button.

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