Description

When using a gamepad (Tested with an X-box 360 Controller) if you press and hold a UMG button down and then use the D-pad or another form of movement the currently pressed widget component (In the test case, a button) loses focus and another widget can get focus. If you click and hold with a mouse the widget component does not lose focus.

Regression:
This issue occurs in 4.14.3, 4.15.3, and 4.16 binary versions of the engine.

Steps to Reproduce

Reproducing this issue requires a Gamepad Controller

  1. Create a new project (No template or starter content needed)
  2. Create a new Widget Blueprint > Name it "Test_WDGT" > Open Test_WDGT
  3. Add a vertical box to the canvas panel > Add 4 buttons to the Vertical Box (Screenshot_01)
  4. For each button Set the size to fill and Padding to 5 on all sides
  5. Create the setup in the event graph (Screenshot_02)
  6. In the level blueprint > Create widget Test_WDGT > add it to the viewport
  7. In the project settings > Under Engine > Under User Interface > Set Render Focus Rule to "Always"
  8. PIE and click one of the buttons with the mouse to set focus
  9. click a button and hold the mouse down and then move the mouse around the screen (Expected result)
  10. With your controller use the D-pad or other movement to ensure focus is still on the widget
  11. Press a button down (The button that would activate the widget) and then use the D-pad or other form of movement.

Result: The focus changes to another button and activates it
Expected result: Like the mouse the focus should remain on the button that was first pressed.

Have Comments or More Details?

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Won't Fix
ComponentUE - Editor - UI Systems
Affects Versions4.14.34.15.34.16
CreatedMay 25, 2017
ResolvedAug 18, 2021
UpdatedAug 18, 2021
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