when setting “show mouse cursor” to true in a playercontroller, any MouseX/MouseY events suddenly return 0.0 after the first mouse-button press.
How to reproduce:
Create a new project
Create a new PlayerController BP, just enable “show mouse cursor” in the class defaults
Project Preferences → Maps and Modes → create a new gamemode and set the new PlayerController that was created
Project Preferences → Input → add an axis event for MouseX and call it i.e. rawMouseX
Go to the level blueprint, add the “rawMouseX” axis event and do a print string on the value
When you now start the game in editor, everything looks correct and you get the different values for the x axis. but as soon as you press the left/right/middle mouse button, it is zeroed out and you dont get any value other than 0 now.
I was able to reproduce this issue on our end. I have written up a report (UE-28811) and I have submitted it to the developers for further consideration. I will provide updates with any pertinent information as it becomes available. Thank you for your time and information.
Theoretically, yes. But this would be adding additional overhead, i would have to update this in all my marketplace assets, people that buy it will ask why i had my own cursor logic in there and why i dont rely on the default cursor, and so on. So thats not really a practical solution for me.
Have the same issue, since I switched to 4.11 with my game I cannot turn the player with the mouse (I use in DeprojectMousePositionToWorld C++). Also, for some strange reason, movement is not applied via WASD to my player character, although the C++ functions are called with the right values. AddMovementInput does not seem to work. But I guess that’s not related to this one?
I really hope this bug gets fixed in the next release.
The main reason I use [x][Show Mouse Cursor] is because it enables you to seamlessly & efficiently work between the viewport and other windows without having to press SHIFT+F1 to show the mouse cursor whenever you need to navigate to another window.
Since 4.11 I have to constantly keep pressing SHIFT+F1 which is a real productivity killer, especially when you’re trying to debug blueprints/materials or any setting that requires moving the mouse out of the viewport.
I trust the dev team is still on it, and really hope it gets fixed as soon as possible.
Fixed!
UE-28811 Get mouse X/ Get mouse Y returns zero after the user clicks the screen and mouse is shown
Fixed!
UE-29148 Using “Show Mouse Cursor” breaks mouse axis movement