Description

From a UDN, they also mentioned: 

Update: I added CommonUI to the test project to try the "Consume pointer input" setting. It behaves the same way as our custom input blocking widget in that the input is properly consumed on Windows and Android but not on iOS (which is not surprising as the implementation in CommonUI is very similar to ours).

This bug is really about FReply not working correctly for widgets on iOS, but it does on Android and Win64 editor testing according to this user. It could be a platform specific bug possibly

Steps to Reproduce

From user: 

Steps to Reproduce

  1. Run the project in the editor (mouse is used to simulate touch input)
  2. Hold down LMB anywhere other than over the two colored boxes, move the mouse around and release it, and take note of the debug output on screen
  3. Hold down LMB over the pink box in the bottom right, the resulting output should be the same
  4. Hold down LMB over the turquoise box in the bottom left, notice that there is no output as long as you're within the box (the widget eats the input events)
  5. Hold down LMB over the turquoise box again, but this time while still holding move the mouse outside of the box and notice that EnhancedInputSystem now starts sending completed/released events even though the button is still being held

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-213508 in the post.

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Unresolved
ComponentUE - Editor - UI Systems
Affects Versions5.3
Target Fix5.6
CreatedApr 29, 2024
UpdatedMay 1, 2024
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