How to hide mouse cursor in level transition screen

Hello,

I added a transition screen for my game with this code:

    UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = Default)
		TSubclassOf<class UUserWidget> TransitionScreenClass;

    FLoadingScreenAttributes LoadingScreen;
	LoadingScreen.bAutoCompleteWhenLoadingCompletes = false;

	APlayerController* playerController = UGameplayStatics::GetPlayerController(GetWorld(), 0);
	UUserWidget* TransitionWidget = CreateWidget<UUserWidget>(playerController, TransitionScreenClass); // Create Widget

	TSharedPtr<SWidget> TheWig = TransitionWidget->TakeWidget();
	
	LoadingScreen.WidgetLoadingScreen = TheWig;
	LoadingScreen.MinimumLoadingScreenDisplayTime = 5.0f;
		
	GetMoviePlayer()->SetupLoadingScreen(LoadingScreen);

I assign TransitionScreenClass in editor, it’s a umg widget and I have a spinner in it (animation in the animations tab).
The problem is that after about 0.5 seconds the mouse cursor appears and that stops the spinner.

If i move the mouse cursor, the spinner is also animating, if i stop moving the mouse, the spinner also stops.

How do I prevent the mouse cursor from appearing in the level transition screen ?

So… I… realized I was going about this the wrong way:

Using LoadingScreen.MinimumLoadingScreenDisplayTime = 5.0f; I wanted the loading screen to be displayed 5 seconds, even if the next level finished loading. No mouse cursor, no interaction.

The default behavior is that the mouse cursor is displayed after the next level finished loading. That might be less then 5 seconds.

So i removed the 5 seconds minimum and when the loading is finished, i hide the spinner and display a “Click anywhere to continue” label. The player can move on when he is ready.

That works a lot better for me since I also have a bit of text in the transition screen.