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.
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!
answered Apr 22 '14 at 03:24 PM
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