The scroll bar in a scroll box does not currently indicate that it is interactable. The UWidgetInteractionComponent::IsOverInteractableWidget() function returns true if it is over a button, but returns false if it is over a scrollbar. Since the scroll bar is actually interactable, it is expected that this would be indicated the same way that it is for a button.
The user that reported this suggested that adding the following code to the public section of the SScrollBar class should resolve the issue:
virtual bool IsInteractable() const override { return IsEnabled(); }
He also suggested that all interactable SWidgets should probably override IsInteractable() in the same way.
RESULT:
The on-screen message displays "true" when the mouse is over one of the buttons in the widget, but when the mouse is moved over the scrollbar the message displays "false."
EXPECTED:
The on-screen message displays "true" both when the mouse is over one of the buttons as well as when it is over the scrollbar.
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
What method is used to fill polygonal regions when drawing spline mesh at run time?
How to achieve HLSL Multiple Render Target in Material blueprints?
Head over to the existing Questions & Answers thread and let us know what's up.
4 |
Component | UE - Editor - UI Systems |
---|---|
Affects Versions | 4.14.1, 4.15 |
Target Fix | 4.16 |
Fix Commit | 3250738 |
---|---|
Main Commit | 3279775 |
Created | Dec 15, 2016 |
---|---|
Resolved | Jan 9, 2017 |
Updated | Sep 6, 2020 |
3981 - projectgheist |