Getting Input Navigation To Keep Working When Switching To Other Menus


Unreal does not have a default navigation system like Unity so when you add a widget to the viewport it doesn't automatically focus on buttons at times. This can be a bit of a issue when playing with only controller since you need to use a mouse to focus on a widget.

This is an issue for the player since having to swap to mouse feels odd and if you don't have a mouse you can get trapped in a menu.

After researching the topic of UI navigation in unreal I decided to look at a widgets to see if they had any navigational settings. I managed to find a section dedicated to it. There are different options such as Wrap, Escape, Explicit and custom. Using blueprints I was able to test these various types for myself and get a better understanding. Using blueprint I was also able to quickly test my theory of the focus not being set when the widget switches to another.

Testing Switching Focus When Opening A Submenu


A problem I was having was not being able to switch between the rows of buttons since the default settings tend to randomly hop to the next focusable button. IT would also have a odd effect of skipping a row when navigating up or down from a button. Setting individual buttons navigation in some cases fixed this issue. Using the wrap on a box allowed navigation  to loop from one end to the other.

video showcasing some navigation of UI Using controller.

note: the Sprite Sheet used did not contain the letters V,B and P so I made a temporary fix till they can be replaced.



 Author: Krishnie Katie Naidoo

Posted on 11/16/2023

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