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Unreal v5.3.2, UINavigation v3.8.4 (from Github, not Marketplace)
Minimal repro:
Create an empty-ish new project (I just used the First Person Blueprint template)
Set the PlayerController to UINavPC_WPause
Set "Use Component Animation" to True on the buttons in UINavPauseMenu
Set "Force Navigation" to False in Project Settings
Enter play mode and press tab to open the pause menu
Move the mouse (in the middle of the screen, not over the buttons) and observe that the animation plays in reverse for the first menu item: the unforce here should be using bFinishInstantly/RevertAnimation
Click to focus (this is a minor bug in UINavPC_WPause, which doesn't use "Go To Widget"; not terribly important since it's just an issue with the example, not the underlying library)
Hover over the first menu item, correctly triggering the animation
Press "down" on the keyboard (the S key, by default) and observe that the first menu item did not play the reverse animation and is now stuck in the wrong state (in this example/screenshot: the text is still the larger font size)
From the logging I've added, the second issue seems to be caused by bHoverRestoredNavigation, though I don't really understand what all these state variables are meant to be tracking, so I don't have a proposed fix at this time.
The text was updated successfully, but these errors were encountered:
Thanks for reporting both these issues!
I was able to reproduce them and fixed them in the last commit.
If this didn't fix the issue for you, be sure to respond to this issue.
For now, I'll close it.
Unreal v5.3.2, UINavigation v3.8.4 (from Github, not Marketplace)
Minimal repro:
From the logging I've added, the second issue seems to be caused by
bHoverRestoredNavigation
, though I don't really understand what all these state variables are meant to be tracking, so I don't have a proposed fix at this time.The text was updated successfully, but these errors were encountered: