Since 4.7 or 4.7.1, I don’t really know, I have a recurrent bug when playing the game in the editor and clicking “eject”, to inspect actors at runtime.
The mouse cursor doesn’t fire events at its real position. It’s like UE receives the click on the lower right side of the cursor, by an offset of 100,100 for example.
When the offset position would be in the widgets, and not in the game viewport, the cursors changes from the cross to the default mosue cursor.
I’ll try to reproduce the problem when I find some time, what I can tell you at the moment is that I’m not the only one on my team to have noticed that.
The application scale is at 1.0 as shown on your screen.
Here is a screen to illustrate the offset, I can move the cat yet the mouse isn’t on the arrow.
Hi, I’m sorry I didn’t try to reproduce it yet, and I’m not sure I will have the time to investigate. The issue is gone now, but I can’t say what solved it. Note that I upgraded to 4.7.2 in the mean time.
I am happy to hear that your issue has been resolved. I am going to mark this question as answered for now. If the problem occurs again please feel free to reopen this issue and post any additional information at which time I would be more than happy to assist you further.
I have exactly the same issue, in all of my projects since an hour. I’m trying to identify what broke my unreal engine but I can’t narrow it. If someone has the slightest idea of how to fix it, I’ll accept any suggestions!
Ok, I think this happened when I switch quality from epic to normal, in order to procedurally spawn a LOT of actors. I’ve taken back quality to Epic and the bug is gone…
That would explain why some people had this issue and some hadn’t, and also why it disapeared for some time. However I can’t test this solution at the moment but I’ll try as soon as possible.
Just occured to me again (I didn’t use UE4 for a long time) on 4.10, and as Xenophont said this happens when lowering the resolution scale in the editor’s quality settings. The lower the resolution is, the farthest you have to point from the actual object you want to click.
I was able to reproduce this issue on our end. I have written up a report (UE-23924) 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.