Why isn't my pawn rotating past screen bounds?

I am making a look around pawn/controller that lets the mouse move about the hud. You rotate by holding rightclick but if you are not, the mouse is free. My problem is that, about 3-4 version ago, it won’t let me rotate beyond the play screen’s border. I would like it to loop to the other side of the play screen in order to rotate 360 or more. I have yet to find an option that imposed this limitation. I made a template for fps but could not find out what it had and I did not.

Axis value is 0 when trying to spin outside the screen bounds.

Steps to reproduce: Create a basic fps template project. Make a custom controller, enable it in the world game mode, and enable “show mouse cursor”. Setting that property to false at runtime hides the mouse but still locks the cursor. Having it at false at compile time makes it behave normally, but when I try to drag it goes back into the expected to work but not working behavior. Seems like a bug that somewhere the lock thing is not removed when setting it to false at runtime.

did anything ever come of this, im having similar issues

Anyone found a solution to this problem?

Hi virusescu,

Try using a ‘Set Input Mode Game Only’ node after you set ‘Show Mouse Cursor’ to false. This will put focus back onto the viewport and allow you to use the standard FPS controls again.

Let me know if that works for you.

Cheers,

TJ

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