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Bind mouse for 3D widget in center of a screen via blueprint

Hello! Please help me with a problem. In my game I use 3D widgets, so it is like holographic interfaces, and instead of using a direct mouse input (the game is first person, so it will be pretty uncomfortable to switch from camera to mouse control, only to push one button) I want to use raycast, or something that will say to widget, that there is a mouse cursor and it is in center of a screen. Closest reference is DOOM 3, where it was used for lots of consoles to control bridges, doors, lights etc.

Product Version: UE 4.8
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asked Aug 15 '15 at 12:36 PM in Blueprint Scripting

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avatar image Dmiboks Aug 16 '15 at 06:45 PM

Well, my question is a little blurry, so can you please answer those question:

1) Can I enable Mouse interaction with widgets, while still controlling camera in FPS mode?

2) Is there a way to set mouse position? Because I have no clue, what that is:alt text

3) What is that "Reply" in image? How does it work?

image.png (18.4 kB)
avatar image Stormrage256 Dec 18 '15 at 06:29 AM

Does anyone know if there is an alternative to this that can be done purely in blueprints?

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I have been looking for a (blueprint-only) solution to this as well and the only thing I found was Rama's blueprint collection: https://forums.unrealengine.com/showthread.php?3851-%2839%29-Rama-s-Extra-Blueprint-Nodes-for-You-as-a-Plugin-No-C-Required!

Using it was trivial as it provides a blueprint node to set the mouse position.

For 4.8 you need to download an older zip, since the newer ones are for 4.9. I think I used "06:14, 20 August 2015".

Oh yeah, you can ignore the blueprint node in the screenshot you posted. It doesn't seem to do quite what its name implies.

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answered Sep 08 '15 at 10:59 AM

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avatar image Davision May 25 '16 at 03:04 PM

Something as simple as this should really be in UE4 by now without having to rely on any plug-in

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