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why does UMG menu consume first mouse click?

I'm testing network behaviors and when my menu is up on both screen the very first click over top of a button is lost. This grants to control to that window, but I lose the mouse click. The only way to free the mouse is to hit tilde and then I can select the button. If I use Shift F1 to get the mouse it doesn't work.

Product Version: UE 4.13
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asked Nov 16 '16 at 12:48 AM in Blueprint Scripting

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There is an option about when to capture the mouse, and when to lock it. Before capture, it doesn't record any (mouse) input. Default is capture on first click, and lock on capture. Try to set these to more comfortable options.

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answered Nov 16 '16 at 01:40 AM

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avatar image Thumper Nov 16 '16 at 01:45 AM

do you know where this option is?

avatar image Thumper Nov 16 '16 at 01:57 AM

Okay I found in the Project Settings->input->viewport properties a couple settings that seem to do stuff...Capture during mouse down allows the button to react but it also requires me to hold click down to use the mouse in game. Nothing seems to grab the mouse click and remain a mouse until a non menu item is clicked in the viewport.

avatar image CrimsonHawk Nov 16 '16 at 03:37 PM

What you need is "Capture permanently including initial mouse down" and "Do not lock" if I understand you well. Maybe you can even use "Capture Mouse on Launch". alt text

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avatar image CrimsonHawk Nov 19 '16 at 01:27 AM

Did it work out?

avatar image Lord Pol Feb 28 '19 at 01:00 PM

Works great.

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