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Why is my mouse axis input ignored?

Using the default Third person template project, but creating a player controller blueprint that shows the mouse cursor instead of having it hidden, completely stops input on the mouse axis from being recorded. This is true UNLESS you have either of the mouse buttons pressed, but this is an obvious limitation that i'm trying to get around.

I can't seem to find a way to make the game capture the mouse cursor no matter what, and I was hoping someone else had found a solution. I have tested this both in the editor, in the editor in a new window, and after packaging the game.

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asked Apr 21 '14 at 01:13 AM in Using UE4

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DunklesTier
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avatar image Ben Halliday STAFF Apr 21 '14 at 10:11 PM

Hey DunklesTier,

Can you provide a some screenshots of your player controller and any other blueprints you may have that take player input? If we can take a look at it, we may be able to see where the problem is. Thanks!

Ben Halliday

avatar image DunklesTier Apr 22 '14 at 04:30 AM

Hey Ben, thanks for following up on this.

Starting from the "Third Person Template (Blueprint)", i have made the following changes:

1) Created MyController, parent class being PlayerController.

2) Edited MyController, modified setting Mouse Interface > Show Mouse Cursor

3) Edited MyGame Blueprint, changed the PlayerController to use MyController instead.

I can provide pictures of these blueprints, but the changes listed above are the ONLY changes I made. All input handling and axis mappings are the default that comes with the template.

Playing in the editor, "Launching" it, or packaging it and running the executable all yield the same results. The window doesn't "grab" control of the mouse, and in order to have input be registered so that the camera moves, one of the mouse buttons must be held while the mouse is moved.

avatar image SoVeryNiceToYou Dec 27 '14 at 07:29 AM

MERRY CHRISTMAS

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Hey DunklesTier,

I think I understand what you're looking for now. Show Mouse Cursor is doing a bit more than just making the cursor visible. It actually gives focus back to the user. It sounds like you want free-look to be enabled and also have a cursor on screen. Show Mouse Cursor won't do that for you by itself, and even if it did it would probably not give you the result you want because as the camera is repositioned, the cursor would still retain its position and you'd have all sorts of problems with camera control.

What you might be looking for is actually a HUD interface. If you build a HUD with invisible shapes at the sides and/or corners of the screen, you can set it so that when the cursor enters those areas the camera is adjusted. Just make sure you have Show Mouse Cursor as well as Enable Mouse Over Events enabled if you do it that way.

Hope that helps!

Ben Halliday

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answered Apr 22 '14 at 03:24 PM

avatar image DunklesTier Apr 23 '14 at 03:48 AM

Ah, that does clear things up. Thank you, i will look into this option as a possible solution!

avatar image Baserage Sep 24 '15 at 11:34 PM

Hi Ben,

Could you please look at my thread related to this question?

https://answers.unrealengine.com/questions/307385/how-to-set-up-using-mouse-cursor-for-aim.html

I am trying to use the First Person Template and its default crosshair as a mouse so I can click on widgets.

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