Avoid mouse disabled when using gamepad
I have a UMG menu and I want it to be compatible wiht mouse, keyboard and gamepad controller, but whenever I press a button on my gamepad, the mouse input stops being captured anymore. Is there something to fix this?
asked Aug 24 '16 at 11:12 AM in Blueprint Scripting
My bad, I was setting the visibility of the widget to "Hit Test Invisible" when using the gamepad
answered Aug 24 '16 at 03:08 PM
A potential quick fix (I don't have the engine open right now) is to get the player controller and set show mouse cursor to true on the widget tick.
Make sure that if you want to hide it when the widget gets destroyed that you set the same variable to false on event destruct.
answered Aug 24 '16 at 02:52 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here