[Closed] Mouse axes are zero when there is no mouse press
This is how I try to use mouse axes
Then I bind actions and axes in C++
When I start game from Visual Studio MoveForward and MoveRight functions receives proper axis values. But when I click mouse button this functions receives only zero values until left or right mouse button pressed.
What am I doing wrong?
asked Mar 11 '14 at 01:47 AM in Bug Reports
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The question has been closed May 18 '14 at 07:46 PM by Adam Davis for the following reason:
Problem is outdated
Please make a new post about your specific concern. This is an archived post from pre-release. Closing the thread as outdated. Thank you!
answered May 18 '14 at 07:45 PM
Hi Alex. I was wondering if I could a bit more details on your setup and the specifics of the issue you are seeing.
I setup my DefaultInput.ini as you specified and then bound the axis and action events in the level blueprint to print out the values that the events received. My experience was that the mouse delta values coming in through MoveForward and MoveRight appeared as expected regardless of whether the left mouse button was pressed or not once the window had mouse capture.
If you use this same setup do you get the same problematic behavior? There was a bug that could have lead to what you see in Beta3 but should be fixed in Beta4.
I am not exactly sure what all is going on here
but here's a solution if you want to get the mouse position in screen coordinates at any time :)
I run the above in my player controller's PlayerTick function
What exactly are you trying to do with the axes?
Since i got the same problem here, no matter if i get the axes from InputBindings or from GetInputMouseDelta, i always only get values != 0 when i do a mousepress too, is there any solution to this?
Thanks in advance, Indy
answered May 18 '14 at 05:20 PM
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