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Mouse leaves window after loading new level

Hey guys,

I am currently setting up a starting menu with an option to then load into the main game. On the event that loads the game, before the actual load I set Show Mouse Cursor to false, and disable click events, then proceed to load the level (which controls like a normal fps at the moment). Unfortunately when this happens the mouse deselects the active window and I have to reclick it to hide my cursor which at the time is somewhere on my desktop. While this is happening however, the game is still infact registering my mouse input. Anyone have any idea why this is happening or how to get it to stop? I know it is only because of the level load (doing it through blueprint command), because when I load the 2nd level in the editor and play from there, I do not get that problem. This also happens on builds and launching the game, however does not happen if I fullscreen the game during the main menu level.

Any help would be appreciated!

Alex

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asked Apr 11 '14 at 10:04 AM in Blueprint Scripting

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Dralex789
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avatar image DizzyWes ♦♦ STAFF Apr 11 '14 at 02:59 PM

Howdy!

Would you be able to post a video of the issue and or your Blueprint on how you have this set up so we may see what's going on?

Thanks!

-W

avatar image Dralex789 Apr 13 '14 at 07:55 PM

Found out a bit more and a temporary solution. Ends up this isn't connected to level loads but how the event that hides the mouse and disables click events works. If it happens as part of the level load, then the mouse has free roam over my desktop, but if it happens as part of an input, then it mouse stays constrained to the window. Strange.

avatar image Dralex789 Apr 13 '14 at 07:56 PM

I should add my work around will be a "press enter to start" prompt before the main menu level loads restricting my mouse input to the window, then hiding that and calling the main HUD

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