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[Slate Bug] SWidget::SetCursor(EMouseCursor::) doesnt do anything in a runtime game instance

Dear Friends at Epic,


In-game instance, run from commandline, editor is not loaded


I am trying to hide the mouse cursor for an SWidget after it receives keyboard input focus.


I am unable to change it at all.

For testing I am using TextBeam

I am even trying to change the cursor for the gameviewport just as a test

There are only 2 swidgets in my test, game viewport and the widget I am trying to give the input to.

The keyboard input is going to the same widget I am setting cursor for

Any ideas how I can change mouse cursor for SWidget in game instance?


 void SVictoryInputText::SetSlateUIMode(bool EnterSlateUI)
         if (JoyInputText.IsValid())
             FWidgetPath WidgetToFocusPath;
             bool bFoundPath = FSlateApplication::Get().FindPathToWidget(FSlateApplication::Get().GetInteractiveTopLevelWindows(), JoyInputText.ToSharedRef(), WidgetToFocusPath);
             if (bFoundPath && WidgetToFocusPath.IsValid())
                 FSlateApplication::Get().SetKeyboardFocus(WidgetToFocusPath, EKeyboardFocusCause::SetDirectly);
                 //No Mouse Cursor




Product Version: Not Selected
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asked Jun 27 '14 at 12:02 PM in C++ Programming

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10.6k 446 346 1088

avatar image Rama Jun 27 '14 at 03:47 PM


I tried using the CursorQuery setup that is used by SEditableText

It also will not ever change the mouse cursor, either to None or to TextBeam, during a commandline Editor-closed instance.

 FCursorReply SVictoryInputText::OnCursorQuery( const FGeometry& MyGeometry, const FPointerEvent& CursorEvent ) const
     return FCursorReply::Cursor( EMouseCursor::TextEditBeam );
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