[3d UMG] Using the center of screen as cursor for UMG

I am trying to create a 3d UI and use the center of the screen / crosshair as the cursor, rather than showing / hiding the cursor, similar to the way RadiantUI does it.

I was rather excited to hear about the 3d UI features in 4.6, but unbinding and rebinding the mouse cursor and all that comes with it is rather unintuitive for the gameplay flow I am trying to achieve.

I tried digging around in the engine source for a while, trying to find some way to do this, but didn’t find anything that looked workable.

So what I am asking is this; is there any way to tell Slate/UMG that my mouse cursor is at the middle of the screen, and to receive click events even when the cursor isn’t shown?

I managed to get functionality in to do that for regular OnClicked events, and if I have to, I can make my own 3d menu system, but I would much rather leverage the existing functionality of Slate/UMG.

So… Some help, please?

Anyone have any idea?

Hi,

An Idea:
you could try to manually trigger callbacks in the related primitive component when casting a ray from the camera position into camera direction hits the compoment.
For example:

Raycasting:

Perhaps hiding the pointer with either

or

fires the events although the pointer is not visible.

There also should be a win32 method to force setting the hardware cursor to the center of the viewport.

Finally it could help to set a custom cursor which has no image in order to simulate an invisible mouse.

Greetings