Unreal Solution - maintaining Keyboard Focus to the Noesis Widget
In your Unreal solution, if you have an interactive Noesis menu, how can you prevent mouse clicks from passing through to the Unreal viewport behind, causing keyboard focus to be lost to the noesis widget? This happens usually if you click the background.
I've tried a few things in Studio, but nothing seems to block clicks going through. Once focus has been lost, only using the mouse can regain it.
I've tried setting a background on the whole Page, or Grid that cover the screen, as well as setting both to Focusable, but that doesn't prevent clicks passing through them & losing focus. Before I look at something custom (like a custom user control, or something with the Unreal UserWidget), is there a known way to handle this in Studio or Unreal?
You can easily repro in your Samples that have keyboard focus, such as Buttons or Quest Log and just click in the background to lose keyboard focus.
I've tried a few things in Studio, but nothing seems to block clicks going through. Once focus has been lost, only using the mouse can regain it.
I've tried setting a background on the whole Page, or Grid that cover the screen, as well as setting both to Focusable, but that doesn't prevent clicks passing through them & losing focus. Before I look at something custom (like a custom user control, or something with the Unreal UserWidget), is there a known way to handle this in Studio or Unreal?
You can easily repro in your Samples that have keyboard focus, such as Buttons or Quest Log and just click in the background to lose keyboard focus.
Re: Unreal Solution - maintaining Keyboard Focus to the Noesis Widget
Hi Benjo,
Could you please create a ticket in our support portal? We know what's causing the problem, but we have to make more tests to make sure we don't break other behaviors.
Thank you very much!
Could you please create a ticket in our support portal? We know what's causing the problem, but we have to make more tests to make sure we don't break other behaviors.
Thank you very much!
Re: Unreal Solution - maintaining Keyboard Focus to the Noesis Widget
Sure thing, I will log a ticket, thanks.
Out of interest, is the issue with the Unreal implementation, or is there something in Noesis that should be able to be setup to block clicks going through? I feel it depends on how someone wants to setup a menu, as maybe only certain panels will want to block clicks from reaching the viewport behind, there may be valid cases when they do.
Out of interest, is the issue with the Unreal implementation, or is there something in Noesis that should be able to be setup to block clicks going through? I feel it depends on how someone wants to setup a menu, as maybe only certain panels will want to block clicks from reaching the viewport behind, there may be valid cases when they do.
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sfernandez
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Re: Unreal Solution - maintaining Keyboard Focus to the Noesis Widget
It's an issue of the Unreal plugin itself, how it decides if input should be passed to the 3D viewport or not. Right now we're only consuming the input event if some control in the UI handles it (for example, clicking a Button). But clicking in a panel/border of the UI, even if it has a background, won't consume the event and it will reach the 3D viewport.
We probably want to change that so any click over the UI (when the UI element has a background, even if it is Transparent) is not sent to the 3D viewport. And allow the user to mark some elements with IsHitTestVisible="False" if they want clicks to go through those elements and reach the 3D viewport.
We probably want to change that so any click over the UI (when the UI element has a background, even if it is Transparent) is not sent to the 3D viewport. And allow the user to mark some elements with IsHitTestVisible="False" if they want clicks to go through those elements and reach the 3D viewport.
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