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.
asked Apr 29 '18 at 06:11 PM in Blueprint Scripting
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.
answered Apr 29 '18 at 06:36 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here