How to make VR Interactable UI Widgets in Unreal Engine 4

Motion controllers are an important feature of modern virtual reality game design.

Interacting with Widgets using motion controllers in Unreal Engine 4 is easy and requires very little changes to your existing Widgets and character actors.

In this guide we will be creating a motion controller compatible VR Interactable UI Widgets in Unreal Engine 4.


To follow this guide we recommend you know the basics of Unreal Engine 4, using the widget UI system and basic knowledge of blueprints and actors.

This guide uses the UE4 VR Template built into Unreal Engine 4.

To follow along exactly to the guide you will need to create or use a project that was created using the VR Template.

Click on the links below to learn about these topics:
Creating and using Widgets in Unreal Engine 4
– Blueprint basics in Unreal Engine 4

Creating the Widget

The first aspect of this system is the creating the widget itself.

The widget we are creating is a main menu style widget that has a vertical list of buttons.

If you already have a completed widget you can skip to the “Displaying the Widget” section.

Firstly, right click in the content browser and create a new widget blueprint.

Creating a new widget

Creating the Menu Title Text

The first widget component to add is a text block that is set to the anchor shown below.

Adding a anchored text box

Then, align the text to the top and automatically adjust it’s horizontal size to the maximum size of the widget.

This is done by setting the slot position values shown below.

Setting the text properties

The last step with the text is to set the font size to 50 and the justification to center as shown below.

Setting the text font size and margin

Creating the Button Container

We will now create the main container that will store our interactive buttons.

To do this, firstly create a vertical box widget component.

Creating a vertical box

Then, add as many buttons as you require to the vertical box.

This stacks the buttons and equally spaces them out in the vertical box.

Adding buttons with text to the vertical box

The final widget hierarchy now looks like this:

Finished widget hierarchy

Adding Functionality

To make sure our buttons are working correctly in game, we simply add “On Clicked” events to each button and print string nodes with the button’s number as the input.

This will print the value on the screen once interacted with the VR controllers.

Adding events to the buttons to test the vr interaction

Displaying the 3D Widget

Creating the Actor

To place our newly created widget into the world, create a new actor.

Creating a new empty actor

For this guide we named this actor “VRWorldObject”.

Newly created actor named VRWorldObject

Adding the Widget Component

To add a widget into this actor, create a new “Widget” component.

Adding the widget component

To show the Widget component’s settings, click on the component in the components menu below the add component button.

In the widget class drop down box select the widget we created earlier. In this case we selected “VRUIWidget”.

Adding the widget class to the widget component of the created actor

Internally the widget is rendered into a texture. To make your widget draw with a high resolution, set the Draw Size X value to 1920 and the Y value to 1080.

Lower values will still work but will display lower resolution and pixelated widgets in the game world.

Setting the draw size of the drawn widget

Now in the viewport of the blueprint editor you can see your widget rendered.

The vr widget is now displayed in the blueprint editor.

Now your widget actor is complete! Drag this actor from the content browser into any level to show the widget in the world.

The widget is now displayed in the level.

Interacting with the 3D Widget

By default world space widgets inside of actors cannot be interacted like standard widgets.

To allow interactions, firstly open the BP_MotionController blueprint.

Opening the BP motion controller blueprint to implement widget interaction

Inside the BP_MotionController blueprint, add a new “Widget Interaction” component to the HandMesh skeletal mesh component.

This makes sure that the interaction component will follow the movement and the rotation of the VR controllers.

Adding the widget interaction component

Then, click the Widget Interaction component to show it’s settings and adjust the interaction distance to however far away you want the players to interact with the widgets.

Adjusting the widget interaction component's interaction distance value

Now in the viewport you can see the widget interaction arrow displaying the interaction distance and the direction it is pointing in.

This can be adjusted by changing the component’s location and rotation values.

Visualising the widget interaction component's interaction distance

To show a laser pointer like line where the controller is interacting, simple enable the “Show Debug” checkbox in the Debugging section of the WidgetInteraction component.

Enabling the debug view for laser pointer like lines.

Lastly, to differentiate between the two controllers the engine uses the “Pointer Index” variable on the widget interaction component.

In the Invert Scale on hand mesh to create left-hand section of the MotionControllerBP blueprint add a “Set Pointer Index” node and set the value to “1.0” as shown below.

Setting the pointer index to allow for different hand inputs simultaneously.

Interact with the VR Controllers

The BP_MotionController blueprint has the interaction enabled but cannot click or select any widgets.

To achieve this, firstly right click in the event graph of the BP_MotionController and create two new custom events named “TriggerInteract” and “TriggerRelease”.

New custom events

If you haven’t used custom events in Unreal Engine 4 click here to learn how to use custom events in your game.

To trigger a click / select event in our Widget Interaction component, right click and get the Widget Interaction reference.

Getting the widget interaction component reference

Then, click and drag from the Widget Interaction pin and create a Press Pointer Key function.

Press pointer key function creation

Change the key to Left Mouse Button to allow the “TriggerInteract” event to click and release the left mouse button interaction on the widget.

Assigning the left mouse button key to the press pointer key function

Repeat this for the “TriggerRelease” event but use the Release Pointer Key function instead.

Creating the release pointer key and assigning the left mouse button to the event.

Finally, in the MotionControllerPawn blueprint call our new event from the “LeftGrab” and “RightGrab” input actions.

Calling the new event on each controller.

The finished input blueprint nodes in the MotionControllerPawn should now look like this.

The final InputAction setup with custom events.

Your basic VR widget interaction system is now complete!


Project Files


Now your project has basic VR compatible widget interaction!

We are planning to create many more VR guides over this year. If you have a specific topic you would like a guide for, feel free to contact us.

If you are interested in more Widget Interaction and 3D widget features in Unreal Engine 4, here are some links for further reading:

Click here to read the 3D widget Unreal Engine 4 documentation.

Click here to read the Widget Interaction Unreal Engine 4 documentation.


    • Probably went hovereds, you have to the panel or something , sets in front of the text, verify i thing the variable is call Z priority or some…

  1. Using this method, should we be creating a separate blueprint for each widget we might use in VR? I’m assuming so, since there may be times where you need multiple widgets visible at the same time (for example, an interactive widget for an in-game object such as a keypad or a storage box, plus say the player opens a wrist menu).

  2. Any good way of determining which player clicked a button? I’d like to have a change team button but there’s no way I’m aware or having the menu report who clicked it

    • Widgets are client side only. You would need to run a server replicated function from a replicated actor and reference your player there.

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