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Having issues hiding mouse

This is much easier to show than explain so I made a short video demonstrating my two issues.


ISSUE 1: Disabling / unsetting bShowMouseCursor doesn't seem to undo everything that setting bShowMouseCursor does (IE setting bShowMouseCursor enables the mouse and starts tracking it, unsetting bShowMouseCursor just hides it).

ISSUE 2: Mouse doesn't even show up in the play in editor views. Only in standalone.

I know this has come up but the solutions seemed very hacky. Any help would be greatly appreciated.

 // Called to bind functionality to input
 void AVehicleEditorPawn::SetupPlayerInputComponent(class UInputComponent * InputComponent)
         IE_Pressed, this, &AVehicleEditorPawn::SecondaryPressed);
         IE_Released, this, &AVehicleEditorPawn::SecondaryReleased);
     // ...
 void AVehicleEditorPawn::Tick(float DeltaTime)
     static auto * const PlayerController = GetWorld()->GetFirstPlayerController();
     // Enable / disable cursor based on Secondary
     PlayerController->bShowMouseCursor = !SecondaryCurrentlyPressed;
     PlayerController->bEnableClickEvents = !SecondaryCurrentlyPressed;
     PlayerController->bEnableMouseOverEvents = !SecondaryCurrentlyPressed;
     // ..
 // Secondary Pressed
 void AVehicleEditorPawn::SecondaryPressed()
     SecondaryCurrentlyPressed = true;
 // Secondary Released
 void AVehicleEditorPawn::SecondaryReleased()
     SecondaryCurrentlyPressed = false;
Product Version: UE 4.9 Preview
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asked Aug 13 '15 at 08:47 PM in C++ Programming

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A few things to try:

Make sure to set your default mouse cursor on your player controller at some point:

 CurrentMouseCursor = EMouseCursor::Default;

Use SetInputMode(..) on your player controller when you want to capture the mouse (e.g. control a vehicle or the camera). This will fix your "moved to the edge of the window" problems.

Use 'GameOnly' for full mouse capture in the game world:

 FInputModeGameOnly InputMode;

Use 'UI only' when you want to only interact with screen-space widgets:

 FInputModeUIOnly InputMode;

Try playing with 'GameAndUI' if you want to mix behaviors:

 FInputModeGameAndUI InputMode;

Note that there is a limitation in UE4 at the moment where you will probably need to set your desired InputMode again when you are handling a mouse-up event.

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answered Aug 15 '15 at 11:44 AM

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