Developer Notes

This issue has been closed as 'Won't Fix' due to an extended period of time without updates. If this issue is important to you please let us know by posting on the AnswerHub or UDN, and Epic will re-open the ticket for further review.

Description

If the user applies a material or texture to the disabled button style option the button will not used the material/texture that was used but will instead use the default grayed out button look.

Edit Tim L
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Additional user reporting the same issue: https://answers.unrealengine.com/questions/315330/sbutton-isenabled-doesnt-take-the-disabled-button.html

Steps to Reproduce
  1. Open the First person template
  2. Create a new Widget blueprint
  3. Add a button to the designer tab
  4. Add the cross hair texture to the button's disabled style
  5. Open the event graph
  6. Set enabled to false on event construct for the button that was created
  7. Open the level blueprint
  8. Add the widget to the viewport
  9. Play in Editor
  10. Notice that the button is grayed out (as default) and does not use the cross hair texture that was applied

Expected: The button would look like the texture that was applied when disabled
Result: The button does not used the disabled style that was applied

Have Comments or More Details?

Head over to the existing Questions & Answers thread and let us know what's up.

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Won't Fix
ComponentUE - Editor - UI Systems
Affects Versions4.9
CreatedAug 24, 2015
ResolvedJan 26, 2017
UpdatedMar 28, 2017
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