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?

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!

Thanks, this saved me a lot of time…Can’t thank you enough

Hi can you tell a bit more about this setup?

I was also trying to implement an in-game terminal. My 3D widget doesn’t respond to input even if I use Set Input Mode UI only. 3D Widget is supposed to be working together with Widget Interaction Component, which will simulate player input. But that requires lots of key mapping in the WIC, which isn’t a good choice.

Your implementation seems only requires a Widget Component without WIC. And the widget component takes all keyboard input just like a normal textbox.

Can you show me more about how this is done?

absolutely saved my bacon. iv been spending the last 3 hours trying to figure this out and was considering rolling back the days work from github, but i decided to search this niche issue up and i end up finding this post.
turns out i had set the screen canvas panel to visible instead of non hit testable… man.