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Is there a way without CPP to access EMouseCursor and add options to it?

Is there a way without CPP to access EMouseCursor and add options to it? I mean admittedly I could update the default mouse cursor using the Get PlayerController > Set mouse Cursor command. or for that matter anyone of the enumeration values but what I feel would be more efficient is to add more enumeration values rather than constantly changing their widgets.

Sadly I lack CPP skills and after doing a search in the content folders was not able to find this enum.

Product Version: UE 4.18
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asked Apr 29 '18 at 06:11 PM in Blueprint Scripting

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Amkzul
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If you can't already access EMouseCursor in blueprint, i'd say the answer is no. The closest you could get to that though is to try and make a C++ function that returns an EMouseCursor and make it BlueprintCallable, but that might also not work.

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answered Apr 29 '18 at 06:36 PM

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goncasmage
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