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Why when I exit a UMG I lose Gamepad input?

Hello everyone, I just started experimenting with UMG so i can create an in game pause screen. I have created a nice and simple blueprint command that goes something like this. On gamepad right special button pressed ---create widget----show on viewport. The problem that i am facing is that when i use the "remove from viewport " command by pressing on my unpause button with a mouse i lose gamepad input on resume and i need to reach for my mouse again and click on the game window to regain it.Why is this happening? Another question i want to ask since i cant seem to find any info about it, is how can i navigate between buttons with a gamepad. Is this feature supported? My game is using Paper2d and since it is a 2d platformer there is no use for mouse input so i want to make it work using a gamepad. Any information about this would be greatly appreciated. Thank you.

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asked Sep 03 '14 at 06:36 PM in Blueprint Scripting

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Roccinio
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avatar image Roccinio Sep 04 '14 at 08:10 PM

Sorry to bump this up but i would really want to know what is going on with the above questions since it would greatly help me to finishing my pause screen. Is there anyone from the STUFF out there that is using UMG and maybe knows how we can properly use this awesome tool?

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1 answer: sort voted first

See here for details: https://answers.unrealengine.com/questions/94835/creating-a-umg-widget-breaks-gamepad-controls.html

It's been fixed in the github master branch

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answered Sep 12 '14 at 08:51 AM

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veggiesaurus
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avatar image Roccinio Sep 12 '14 at 01:22 PM

Thank you sir!

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