Some 'Pressed'-Events are omitted in 'Input Mode Game Only'
I want to start an action when I press my Left Mouse Button and stop the action as soon as I release the Left Mouse Button.
So here is what I did:
As you can see in the result, there are more 'Released'-Events than 'Pressed'-Events. The amount of 'Released'-Events is the amount of actual clicks.
I guess the main reason for this to happen is, that I set 'Show Mouse Cursor' to true while being in the 'GameMode only' mode.
So the question is: Why are some pressed events omiited?
My actual goal is to fire my weapon on the 'Pressed'-Event and stop firing the weapon on the 'Released-Event'. In addition my UI should still be seen, but should not be able to interact with. However I need my Mouse Cursor to be seen, since the Cursor is an indicator for my player in which direction he is moving.
The issue is that as soon as I show my Mouse Cursor I am able to interact with my UI.
Can I somehow also prevent my Cursor from interacting with my UI?
I mean I could also position a widget to my mouse position in a tick event. However I also read that this could feel kind of laggy and hardware pointers (or those which you can set in Project Settings -> User Interface) are preferred.
Thanks a bunch :)
asked Aug 24 '16 at 03:27 PM in Blueprint Scripting
Interesting that there's exactly two releases for each press.
Yes, you can prevent the mouse from interacting with the world by calling the "Set Input Mode UIOnly" node from within a widget.
answered Aug 24 '16 at 08:28 PM
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