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.
asked Aug 15 '15 at 12:36 PM in Blueprint Scripting
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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