Disabling mouse cursor requires extra click to re-enable mouse X/Y
When I enable my mouse cursor, click around with it for a bit and then disable it through anything other than a mouse click, the mouse X/Y axis inputs do not function for anything else until a mouse click is made. Also if I hold down a mouse button while disabling the cursor, it works as it should.
How can I remove the need to click to re-enable X/Y axis inputs after the cursor has been disabled? The blueprint I'm using to disable/enable the mouse is below.
asked Jul 14 '14 at 03:51 PM in Blueprint Scripting
Just saw this question while looking for the answer myself. Little late, but this is a way of how you could do it on the blueprint side:
answered Mar 14 '15 at 02:13 PM
There are two standard functions in the Blueprint:
answered Mar 14 '15 at 02:55 PM
Well, I was able to figure out the problem and the fix for the c++ side. Basically, the problem is with which slatewidget has focus and then to refocus back onto the clientviewport.
To release the mouse and regain "Mouse Look" for C++:
Maybe you can use this information to figure out the blueprint method equivalents. Hope it helps.
answered Jul 20 '14 at 10:49 AM
None of these suggestions worked for me, but I found a way.
I noticed the Set Input Mode Target input didn't have "Target: Self" like nodes usually do, but instead just "Target", so I chucked a self ref on it and the problem was gone!, remove the self and it returns. Ignore the "In Widget to Focus" input, that isn't required, but I passed it through anyway. why not? :D
I didn't have any issues going back to game only input mode. but here's the bit that does that from the widget graph.
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