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Opening SWebBrowser widget steals focus

Hi,

I try to open a SBrowserWidget in the scene so that it covers only part of the scene. I would like the player to do normal actions, i.e. use controls, while the browser widget is open. However, when I open the browser, it seems to steal the input focus, and I havent found a method to make it "modeless".

I open the browser like this:

 void AStandardHUD::BeginPlay()
 {
     SlateBrowserWidget = SNew(SWebBrowser)
         .ShowErrorMessage(false)
         .InitialURL(TEXT("https://www.google.com"))
         .OnUrlChanged(BIND_UOBJECT_DELEGATE(FOnTextChanged, HandleOnUrlChanged));
 
     GEngine->GameViewport->AddViewportWidgetContent(
         SNew(SWeakWidget).PossiblyNullContent(SlateBrowserWidget.ToSharedRef())    );
 
     FVector2D scale_size;
     scale_size.X = 0.25;
     scale_size.Y = 0.25;
 
     SlateBrowserWidget->SetContentScale(scale_size);
 
     // Set widget's properties as visible (sets child widget's properties recursively)
     SlateBrowserWidget->SetVisibility(EVisibility::Visible);
 }

I have studied the widget class hierarchy, but there is no obvious way to yield the focus to actual gameplay.

How to solve?

Product Version: UE 4.21
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asked Mar 08 '19 at 10:40 AM in C++ Programming

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Teleporno
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1 answer: sort voted first

I noticed that different visibility setting solves the problem, at least in my case.

 SlateBrowserWidget->SetVisibility(EVisibility::HitTestInvisible);

Do you come up with issues regarding this solution, or have a better proposal?

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answered Mar 08 '19 at 12:14 PM

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Teleporno
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