Why is my mouse axis input ignored?

Using default Third person template project, but creating a player controller blueprint that shows mouse cursor instead of having it hidden, completely stops input on mouse axis from being recorded. This is true UNLESS you have either of 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 game capture mouse cursor no matter what, and I was hoping someone else had found a solution. I have tested this both in editor, in editor in a new window, and after packaging game.

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 problem is. Thanks!

Hey , thanks for following up on this.

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

  1. Created MyController, parent class being PlayerController.

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

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

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

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

Hey DunklesTier,

I think I understand what you’re looking for now. Show Mouse Cursor is doing a bit more than just making cursor visible. It actually gives focus back to 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 result you want because as camera is repositioned, 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 sides and/or corners of screen, you can set it so that when cursor enters those areas 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!

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

MERRY CHRISTMAS

Hi ,

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

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