By clicking on a virtual input button, you will see the properties of this object displayed on the right (Details Tab).
![](https://www.lostingamestudio.com/wp-content/uploads/2024/04/ButtonSelected.png)
![](https://www.lostingamestudio.com/wp-content/uploads/2024/04/ButtonHierarchy.png)
![](https://www.lostingamestudio.com/wp-content/uploads/2024/04/ButtonDetails.png)
Base #
- Start Hidden : If enable, the control will be hidden when interface is added on screen.
- Recenter on Touch : If true, the control is re-centered when the user touches it. The maximum offset from origin is based on the interaction size.
- Opacity : Global opacity of virtual input.
- Landscape Center : The center point of the control in landscape mode. It’s relative to screen size (0.0 – 1.0)
- Portrait Center : Same as Landscape center but for portrait position.
The landscape and portrait parameter only show when they match the orientation of the designer surface
Visual #
- Visual Size : Size of control. It’s absolute.
[EXPERIMENTAL] Enable Background Blur
Use blurred background for this virtual input.
Input #
- Block Touch Region : If true, this control blocks the input from the Touch Region if it is placed in its interaction zone (no interaction on Touch Region).
- Interaction Shape : Allows you to define which type of shape is used for touch detection. Currently, you can choose between Square and circle hit test.
- Interaction Radius Size and Interaction Size : Interaction size is for touch detection. You can check “Visualize Interaction” to see the interaction zone of each control that you make.
- Button Action : The input action to use with this virtual input. I strongly recommend using the Enhanced Input plugin, but you can also use the classic input system.
Classic input system is now deprecated since UE5.1 by Epic Game
- Virtual Input Event : You can extend the functionality of virtual input by creating a new Virtual Input Event class. You can, for example, add haptic or sound when user interact with this virtual input.