Mouse Looses Focus In PIE (Selected Viewport) fullscreen

I am using the flying demo template and when I go to play the game in PIE using the selected viewport option in full screen mode. (hitting Fl11 and also using Shift + F11 for full windows full screen) my mouse keeps loosing focus from the game time to time, this causes my mouse to start trying to click on things in the taskbar, bringing up the clock/calendar…you name it.

Why is this happening? Please help me to understand how to make this stop happening! Thanks!

Can anyone verify that this is happening to them as well? Thanks!

Hey, Nick.

When you say ‘flying demo template’, what do you mean? I’m trying to replicate the bug but I’m not certain if you mean the ‘Flying Blueprint’ new project setting, ‘Flying C++’ new project setting, or something else.

Sorry about that., I was using the flying template, & I was using the blueprint version. I am playing in fullscreen mode with no windows bar ( shift + F11) and using a mouse for controls. I am also using the camera lag option in the blueprint set up. Not sure if that plays into it or not?

I’m fairly curious how you’re managing to click on the taskbar when Shift+F11 hides the taskbar. It’s possible the way you arranged the blueprints for mouse controls is causing the error, and if that’s the case I can’t help you without seeing your blueprints.
I don’t see a camera lag option, either. If you turn that off, does it fix the problem?

This is the only area that I really changed blueprint wise from what is already built in the flying blueprint.

Any other changes are listed in this thread on adding camera lag in the spring arm in the blueprint set up.

[Epic Flying Demo Camera Lag Option Causes Jitter/Stutter][2]

On my version of the flying template, the mouse can’t control the plane - only WASD controls the plane’s motion. How did you write the mouse controls?

I added that functionality in the Project Settings area.

The good news is that I’m reproducing the bug! It’s taken a while (sorry about that!) but I’m getting the exact same bug and I can see how annoying it is!

I’m going to report this bug and hopefully we can get it fixed. Until then, you could try playing the game as a Standalone Game and then maximize that window; as far as I can tell that prevents the mouse from ‘escaping’.

Regards,

Thanks for looking into this!

So, funny enough I’m also working on a game where the character can fly in any direction/orientation - and came across this same problem. Didn’t notice the issue until I just got my weapons system working just now, and find myself clicking all the time while flying around. Couple extra issues I would like to add so this can get a full solve. I’m running a 3-monitor setup and typically run PIE in my center screen. When you turn to the side to find an enemy, and go far enough, you’ll see your mouse pop out onto other monitors. When you click to shoot, you’re also live-clicking on those other screens. (This is why he sometimes selected his task bar items - that can sometimes dump you from game too). You could very well want to continue turning to that same side - so a mouse wrap in X on that same monitor/view window while the game has control would be sweet. There’s also the chance you want to keep pitching upwards, and the engine doesn’t wrap that way either. So please address it in Y as well (even without hidden taskbars). In normal FPS shooters, you dont normally have to look up and over you - in 6DOF games you do. I’d bet $5 half the people complaining about crazy behavior with their pitch controls and boo hoo about a lack of quat support are actually just stuck at the tops of their monitors. I can also confirm that Stand Alone games have the same problem in both windowed and full-screen modes. So there’s my list: A) Throw my mouse cursor to the opposite side of the active window or standalone game when I hit either edge of the frame X and Y, B) Keep it off my taskbar for me until I come out of game, C) Test it on a 3-screen setup. Many thanks to all you guys for being so accessible while addressing this whole Hub’s worth of issues! I hooked.

So , is there anything more you can say about this? Thanks!

I have no new news. I’ve reported it internally, but I don’t know how far along in the pipeline it is.

That said, you should still be able to avoid the problem by playing in a Standalone Game (and maximizing with alt+enter as needed). Until the issue is fixed, you may be stuck with that workaround.

Has this been fixed in the new 4.5 release ? I’m having the same problem and I really need a fix for this.
My game is for Oculus Rift and full screen mode is essential to activate Rift mode.

Hey ,

Are you experiencing this problem in Play In Editor or in Standalone Game? Oculus is only compatible with Standalone Game mode - where I don’t believe this issue exists.

Just to be clear, this was an issue in all play modes. If what was written above is correct the problem is that this camera movements were tied to frame rate or FPS which is never a constant. Is this verifiable to be correct? And if so the blueprint for this template needs to be rebuilt and updated. I know this isn’t the place but I think this template is broken beyond this as well, I had to build this functionality in a hacky way, but the ship auto moves forward at all times. I think it would be better as an example/template if you had to press something for thrust, something for a boost and something for a break. The other thing that is missing in my mid is the ability to do loops with the ship, currently it hits gimbal lock and does a funky barrel roll. The thing is there was an epic senior artist that built a flying biplane demo using nothing but blueprints and that demo had a lot more functionality than what epic officially released (it was the same artist that put together tappy chicken). It would be great if there were different templates, plane, hovercraft and helicopter.

I wasn’t aware that this problem persisted in a maximized Standalone Game. I’ll update my report and try to escalate it further.

After some tests: I’m running two monitors here, and I suspect that that’s what is letting me escape the window in Standalone Game. I can’t click on the taskbar or any part of Monitor #1 (where the maximized Standalone Game is), but I can move the mouse over to Monitor #2 where I can live-click on other windows, taking focus from the game. Is that what you’re experiencing, too?

Presumably, maximized Standalone Game properly constrains the cursor with one monitor.

So yes, I am running a dual monitor set up most of the time, I do know that this has happened also in single monitor situations as well (I’m running off a powerful laptop) so I have encountered both situations. I’m real sorry but I thought I was commenting on another thread I have open in regards to the flying template, that one had to do with enabling camera lag in the blueprint caused frame stuttering. So there are a few issues with this template, the bigger picture is that I believe someone at Epic needs to look at that template as a whole and fix it to where it actually works correctly. I’m an artist and I really need Epic to put out sound templates for me to use, I get into situations where I’m not sure if I am producing the problem or it is a “bug”. It really kills the creative process. Also these templates are suppose to show us how it is done, so if there is problems at the very start of the thing…it puts those with little technical know how in a bad position. So thanks for the help and thanks for listening to me ramble on! :slight_smile:

Hi .
The problem is in the packaged stand alone game. When playing my game using mouse and keyboard, the mouse will loose focus and enter the desktop and just click on random stuff. I then have to alt+tab back into the game to regain control.
I can’t figure out when it happens. Sometimes I can play for 30+ minutes and sometimes it happens after just a couple of minutes.
Obviously this bug completely breaks my game.

EDIT: The game is running fullscreen mode on oculus rift with hmd mirror mode on primary screen. Disabling hmd mirror mode does not help.

EDIT2: The game was build using the first person template.

Okay, it sounds like we’re getting a little mixed up here. Let’s try to clarify this a little. Here are the issues, as I understand them:

  1. When using Play In Editor, with F11 (Full Screen) and Shift+F11 (Hide Taskbar), it’s possible for the user to click in the corners of the screen, thus losing focus from the game. (Already reported.)
  2. When using Standalone Game, with alt+enter (Full Screen) with two monitors, it’s possible for the user to move the mouse onto a second monitor and click on another window, losing game focus.
  3. When using Standalone Game, with alt+enter (Full Screen) and one monitor, _________.
  4. When using Standalone Game, without Full Screen, regardless of monitor count, it’s possible for the user to move the mouse outside of the window and click, losing game focus.
  5. Issues with the flying template.

Am I missing any concerns, or is that the list? Getting more details on #3 and repro steps for #4 would be really helpful, because I haven’t been able to reproduce those here.