3D Widgets not taking any input
Hi, I'm not able to make 3D widget components take any input from the keyboard or mouse, in any input mode, in one of my projects.
To reduce this problem to its simplest state, i made the simplest possible setup I could. A blueprint with a single Widget component, placed in front of the player spawn, that sets input mode to UI only on startup, on a completely fresh new level with nothing else in it. The cursor appears, but the widget is totally unresponsive to both keyboard and mouse input.
so i decided that i'd try to make it work in a totally new project. i opened a stock FPS project and redid the whole thing. to my surprise, not only does it work, but my initial target (an in-game web browser) works 100% with no issues at all. it takes all mouse clicks, keyboard inputs, everything. I just don't know how to make this happen in my original project
something, somewhere in my original project is causing my 3d widgets to not accept any input, but I don't even know where to start looking. What am I missing? what sort of things could be preventing them from working?
asked Feb 16 '19 at 09:48 AM in Blueprint Scripting
so not six minutes after posting this i found my own solution. I'm going to leave it up, in case somebody else in the world runs into the same problem.
I had a UI widget added to my viewport that covered the entire thing in a 0 alpha image. this was covering up all mouse clicks. be sure you don't have something invisible in front of your other UI elements!
answered Feb 16 '19 at 09:56 AM
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