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  1. Embed this notice
    Jacek Wesołowski (jzillw@mastodon.gamedev.place)'s status on Wednesday, 21-Feb-2024 19:49:49 JST Jacek Wesołowski Jacek Wesołowski
    • David Frank

    @bitinn Turned out a Common UI widget was blocking input for the entire game, because it was initialized as active, and it took us two days to find out because it was also initialized as invisible, which is not the same thing.

    The underlying problem is that Unreal is a collection of autonomous but heavily interconnected systems, so setting anything up correctly means looking into several unrelated places. It's particularly bad with the UI, but other modules have this issue, too.

    In conversation Wednesday, 21-Feb-2024 19:49:49 JST from mastodon.gamedev.place permalink
    • Embed this notice
      Jacek Wesołowski (jzillw@mastodon.gamedev.place)'s status on Wednesday, 21-Feb-2024 19:03:29 JST Jacek Wesołowski Jacek Wesołowski

      Friends don't let friends work with Unreal UI systems.

      In conversation Wednesday, 21-Feb-2024 19:03:29 JST permalink
    • Embed this notice
      Jacek Wesołowski (jzillw@mastodon.gamedev.place)'s status on Wednesday, 21-Feb-2024 19:52:19 JST Jacek Wesołowski Jacek Wesołowski
      in reply to
      • David Frank

      @bitinn The twist here is we did actually consider the possibility, so we changed the settings for the widget blueprint, but we forgot to check the instance of that blueprint within another widget. I actually checked that widget myself, but I missed this one subwidget because it was hidden inside a layout widget. It's like Unreal actively resists standard debug procedures sometimes.

      In conversation Wednesday, 21-Feb-2024 19:52:19 JST permalink

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