Main Problem
I try to make an multiplayer game where I want to interact with widget components in an actor that is set to world space that all users can interact with it. The game is in UI mode most of the time and controlled with the mouse
For the game it is important to know who clicked on the mentioned widget to check if it is owned by him or do some other checks.
I tried to use the OnComponentClick for the widget component but you lose the ability to know what the user clicked on the widget. And in my case it is necessary to know that. Another method is the InteractionComponent that is placed on the player controller, maybe I am not knowledgably enough to use it but it didn't help me with this problem. The last thing I tried is to use the owner(pc) of the widget and compare it with the local player PC but this didn't work too.
My question now, is there any way to retain the interaction of the widget and still check for the owning property of that widget/actor to determine if he is allowed to interact with it.
Any help would be gladly appreciated
Side note
I looked up if other game engines have the same issue like unreal and I found that it is possible in Unity to change the default behavior of the clicks to take more arguments. I looked it up for Unreal but I think my abilities aren't sufficient to implement anything like this. But maybe it could be a solution
Related Unrealengine forum thread
https://forums.unrealengine.com/t/who-interacted-with-the-3d-widget/2355115