Ue4 mouse disappears on click. 35 64-bit Windows 11 Pro 64-bit 10.
Ue4 mouse disappears on click Right click menu in blueprint event graph And the mouse capture in my case was CapturePermanently_IncludingInitialMouseDown with an invisible mouse, and CaptureDuringMouseDown with a visible mouse. Once I start playing the cursor disappears and this pop up shows: When I press ESC Hello Forum, I have this little issue: I created a menu Widget to change the floor material and control the light but when I click on button the widget disappears. 22631 Build 22631. When you hover over an item - it slightly increases its width, and when you hover out - decreases. Any help appreciated, thank you! I removed player controller, but when i click outside of gui widgets on viewport, i still getting mouse disappear, When i click viewport - it disappears again. 65 votes, 30 comments. I am curious if I’m missing some setting that is in 4. My mouse cursor disappears while using Pixel Streaming. Let's try the most simple stuff, see if you haven't accidentally hide all, so in edit mode press Alt+H. I want the cursor to disappear when I hit the resume button and not when I click in the window once. This works great except when I click on a part of the hid that does not take input (like a border) This triggers the Leave event while the mouse button is down. 1 and having the same issue as reported here: I’m making everything using Blueprints. jpg 1694×446 There’s like 50 ways of moving things around in UE4. The context menu appears for a quick second, but then goes invisible and the dropdown menus flicker or just disappear. Thus only from the second click on the mouse cursor interacts with the game. I think the idea is that one might pop a panel but still want mouse clicks on the 3D background word. When clicking button get a reference to a player controller, cast it to your pc, get a reference to that actor, get static or skeletal mesh component of that actor and set desirable material. I have the the Component on a pawn I have attached it to different components on the pawn. Then also click On Drag Detected. Move the mouse cursor over top of the Viewport Controls in the upper-left corner of the drawing I have already set the bShowMouseCursor true and I see the cursor correctly. So when I press a key: The actor spawns and attaches to my mouse cursor, wherever it is hovering It always stays flat to the ground, so that it doesn’t go through walls/hover in the air. 21. With pixel streaming and I have a problem with mouse cursor (the problem doesn’t exist if I play offline the packaged game): i created a blueprint to change the wood panels material, selecting the materials from a widget. I have a TPS where I’m trying to make the game fully playable on mouse/keyboard or solely on a gamepad. I tried to record it, however, it looks just fine in the video. Fix the missing right click menu for Unreal Engine Projects (. Please input your feedback. The mouse doesn’t get restrained to the window on Right Click, its only after i click with the left mouse button that it activates something, and then on right click it is constrained to the window so I can’t just keep turning i get stuck on the edges that’s why in the video it just stops mid slide after i click with the left button. i cant play the Hi, the first thing you need is to get a reference to your actor. If directly PIE the level without using the lobby menu, the cursor doesn’t disappear i cant hide the mouse cursor again. I know I could easily just switch that to another . So, when I hit the LMB in the window it disappears. When I right-click on something (namely animations and actors Found out that it isn’t realy a bug by the UE4 Editor. The problems are that. They are there since, if you hover your cursor around where it should be, you can see the tooltips pop up (and immediately disappear as well). Play in editor mouse is properly locked to viewport And as for mouse Rotation well i can point ya in the right direction. The system works without fail regardless of (Anchors) or (Screen Size). I tried creating a left mouse click event to I then have the mouse events set up like so: In my scene I just attached a widget component to an empty actor: And lastly I added a WidgetInteraction component to my player: Now Hi all. The same is true in the asset editors/blueprint editors, if you drag to create a new node, the search menu does not appear, but if you type in While I’m editing in print editor mouse pointer goes invisible in OSX. 10. i can see the mouse when i move it outside the window, and the button can change color when the “mouse” moves on it. In crosshair mode, both mouse and stick work fine but in This ground is a Mesh, But there are four kinds of materials, I want to click the corresponding position with the left mouse button, get the corresponding Material Element Index. 10 that made the OnClicked event only fire with a double click. And when there is no crash right click context menu disappears after about 3 seconds (not only context browser but everywhere even cascade). You need to insert instead of (Get mouse position) to (Get touch position). Hot Network Questions In Unreal Engine 5. 13 . Reading this log and watching the video together may help make the material more clear. Any ideas how to fix How to Take Control of the Mouse in Lyra. 3, I've noticed that my mouse cursor disappears when the window is in focus and I hover over the viewport. Sometimes they show up with delay, also delay when mouse cursor hover or sweep over the menu content. When right button is hold and move with mouse cursor is hidden and player character rotate. Hi, i have recently added some more buttons to my main menu widget, and now i realize that my mouse cursor is hidden in the main menu when i test the packaged game. This is different from the game view I will be honest, I feel like in Unity you can easily Lock, and Unlock your cursor but I really struggled for a while with this issue inside of Unreal Engine 5. 2,Add a Player Controller C++ class and use the default constructor so show the mouse Well, i followed the documentation and made a pause menu and here is the problem: when i hit “esc” the pause menu show up like it should be, but the mouse cursor is still hide. Naturally, the viewport menu displays properly when I launch the engine. It shows the game, and the user can start playing. You could use this code, I think it should do the work. It's as if the window is not in focus or something like that. I have to click somewhere first to be able to interact with the widget buttons or other parts. The issue is that when using Mouse XY 2D Axis as Project Settings -> Capture Mouse On Launch, Viewport Mouse Capture Mode, Viewport Mouse Lock Mode PlayerController -> SetShowMouseCursor Behavior I want: Middle mouse down, cursor disappears I drag the mouse around (it's a flying camera that can pan and orbit) Middle mouse up, cursor appears in the same spot where it disappeared. Mouse/Stick input pretty much work on mouse Acceleration(it could be mouse velocity,i don’t actually know lol) So that means the mouse X/Y or mouse Input events(the axis pin) will only output the Velocity of the mouse. The documentation says that actors have a higher priority than the Hey, This crash appears very often on right click in content browser. Before that one click, no mouse input is processed at all. I can start the app and run it in Chrome, no problem. 27 I open a Mesh in its window. Check the code: bool rightClicked = false; private void > Mouse Settings > Blueprint Button Setup (Using UE5, but I don't think that's the issue. ? I'm working on Unreal Engine Sequencer. I’m testing it locally on separate computers, one runs it and another one is the client. So if you move it it will only output the speed. This is I never could have guessed though that this is what “fixed” the disappearing mouse issue. 251625-untitled. Thanks everyone. This is the case with either ‘PIE New Window 2 simulated players’, ‘launch game with 2 simulated players’, or ‘using two computers on LAN or Steam’. Hi! I’m using Unreal Engine 4. I check to find the mistake but I canot go out. The problem is if I disable the mouse cursor it still move around. I dont have an tick events that I know of, I only have an added dynamic for Or, if you found this solution too much work for a simple task, you can simply call “show mouse cursor” in your controller’s event begin play. I open widget where is a bunch of buttons for example pause widget. It’s random. Theres a part where theres a CURSOR during game play. In Unreal Engine 5. You can disable input by using Player Controller’s Disable Input node and targeting the actor For the fix. Feeling generous? Buy me a coffee here:https://www. 2. The cursor is showing but i can’t click this respawn button. I’ve been Googling this issue quite a bit and I’ve seen a few others with this issue, but no one has been able to completely resolve it. (FIX: Mouse Disappears on Windows) Skip to content. I have the button set to be colored red when im trying to play the game but for some reason my cursor is off, i can move it arround but i cant click on anything. Repro: Switch to mouse control (in my case by hitting “I”) Click anywhere in the game window Switch back to freelook by hitting “I” again PIE window loses focus Have you ever met the problem that the right-click menu disappears quickly once you release the right-click mouse? I discovered that many of you are bothered by this problem. Would that be causing a problem? ReishiRamzi (ReishiRamzi) December 6, 2020, 2:19pm 13. I have a player controller which executes an action if the mouse is pressed. But once I click into the game, then if I press the event firing key, then focus will be lost after the event fires. 18; Create a new C++ project with Basic Code, Desktop/Console, Maximum Quality, and No Starter Content. Sometimes they show through the 3D viewport where the menu The gist of the issue is that after about 20 minutes, my right click stops working. I cant find anything on this. It's acting as if the window has lost Curiously I can't print screen the issue, as then the menus appear correctly. However, before I can click on to a menu button, I need to click once into the game window. 5. Simple question: If the actor is clicked on, how to i prevent the player controller from executing it’s action? I want the actor to block the input. In Level Editor Play settings I have Game Gets Mouse Control set true: I can’t seem to solve the issue of mouse cursor leaving the game window. Thanks for any insight hello I’m working on Unreal Engine Sequencer. When I barely zoom in, it cuts off like 100 units before I touch the mesh (clips = surface goes invisible). So I’ve recently created a main menu for my game, or a widget. You can switch between a few different options in your Player Controller Defaults in Mouse Interface section: Those are limited options and dependent on OS of user. Windows Edit: I have discovered this only happens when In Widget to Focus is not null. It's like the mouse is acting like a visibility toggle, but I cannot figure out how to turn this off, or if even intended behavior? It's only one sprite in the body that disappears on click, the others are normal. On the Widget you’re dragging, go to the Graph view and next to Functions, click from the Override option the dropdown item called On Mouse Button Down. i’ve checked many times, my blueprint is When screensharing, my mouse is invisible to me, but visible to the people watching my screenshare, I've gone and disabled every mention of hardware acceleration in the options. It is only fixable by restarting the stream. Rinse and repeat. What is the cause of this? How can i fix it? Also when inside the packaged game, if i hold left click, the mouse stays within the full screen window a I am using Unreal Engine on Windows 11, and when opening the editor and dragging my cursor to the viewport, my mouse disappears! On another computer that didn’t happen, but on this one the only workaround is changing the cursor type in Windows. I use Event on Mouse Enter and Leave to keep track of the cursor being scrolled over a visible widget or not. If I click the overlap area, I’d like both of them to take effect instead of the first one absorbs the input and prevents it from passing through. In scene you see the widget appears once you step into a collision box and you can change material by clicking on Hey Guys! I’m pretty new to UE. This is the widget button that spawns an actor used to place different items on the map, to follow you see the first node to hide the cursor on the widget ( which works) and the second which should hide the cursor when hovering on the map ( this doesn't work unless i press any button on the mouse while hovering on the map). When you right click on an Unreal Engine project file (. Hi! I’m trying to stream this project with pixel streaming and I have a problem with mouse cursor (the problem doesn’t exist if I play the packaged game offline): This is the blueprint to change material of the panels: In scene you see the widget appears and you can change material by clicking on the buttons: This is the first part of the blueprint, where I get the control I’m trying to make something simple as adding a widget to the viewport and display some text, then either have it removed after x seconds or have it removed immediately when the player presses the left mouse button. I’m I can still use my keyboard keys but to look around I need to click again on my mouse button. However, a problem is that the reticle must be able to move across the screen using both Mouse and Gamepad to support both control methods. Menu. And i have an actor with a OnClicked event, which does something if it’s clicked on. Skip to main content Right-click - Mount - Select Run setup. Programming & Scripting. The mouse works fine, but when I’m using the gamepad, the right stick doesn’t control the cursor. I have bShowMouseCursor = True for my PlayerController already set. Has anyone The problem is that i can’t click this button. Perhaps you can tell us what you’re trying to do. e. 1 The flashing UE typing cursor is visible but the mouse pointer disappears. I have to close this umg and open it again to Using the Widget Interaction Component when set to Mouse does not work. How can I make it so that the newly entered text does not disappear and since onfocus will take into account tabbing into the field as well as clicking it with the mouse, I would recommend moving the code from onclick to onfocus Hi, mouse lock seems to disappear after any mouse button is clicked. This is inside the widget blueprint. The reason your cursor disappears is because you're using the "Locked Mouse" control If I click on any of the buttons, sometimes the mouse will reappear. This is different from the game view function, which can be toggled by pressing the G key. I made an inventory widget that pops up when pressing “I” and closes down the same way. I have 2 monitors, in editor preferences, i do have "“Game gets mouse control” enabled and still nothing works in the packaged state. It does not matter. When I click, it places itself and stays put When I was thinking it through, it seemed fairly straight forward sounding but I I find myself in a bit of an annoying issue to which I could not get a proper solution. So I don´t know if this Checkbox is also in non Common UI Elements available. UE4. 247K subscribers in the unrealengine community. Recently I started working on a simple system. Note: this is not I want the cursor to disappear when I hit the resume button and not when I click in the window once. It’s still there, I can hover over buttons, and I am still able to click, but the cursor stays hidden from then on. i’ve added show I’m trying to make a game menu that uses exclusively keyboard navigation. But as soon as I leave my level and go back to my main menu, the cursor turns invisible. the icon of the cursor and the actual "point" on which i click are far away from each other. I would say it’s just my inexperience except all the Epic projects do it too! For example Vehicle Game, Strategy Game, Particle Effects, Features Tour 2014, Content Examples, First Person Template, Third Person Template. I cannot even get the red debug line to show up. Problem: Arrows/D-Pad doesn’t work with “Any Key”, because I use If your mouse cursor disappears on Windows 10/11, continue reading below to fix the problem. Lyra uses CommonUI to manage the menu system and widgets in Lyra-based games. I feel like there should be a better solution to this problem. I hooked it up properly to my level so that everything runs smoothly. 12 and not in 4. Just the behavior is wrong for some odd reason. It was fine before but one day the cursor disappears (in editor mode not in game mode) if I hover over the viewport. The only answer I’ve found said to brute-force it with a full-screen button in the background and store the last focused button as a variable. But, every once in a while, when I click on the button, suddenly it’s like I had moved the mouse (I didn’t) to where the player is looking down straight to the floor, and rotated about 120º to the right. But when I spend time working on it, at some point the viewport menu disappears. I need a fix. i can move the mouse cursor around as much as i want, but nothing happens. So when you press the right mouse button, the mouse disappears and you can rotate the camera. In On Mouse Button Down, from Mouse Event, drag and create a node called Detect Drag If Please excuse my lack of programming knowledge, I'm trying to learn UE4 and looking to do a simple Diablo style pickup system. Here are two functions i expose to blueprints that will simulate mouse clicks for me. It’s as if the window is not in focus or something like Click OK and start the game. I’ve got simple UMG interface with root, canvas and button on it. Button in UserWidget (A) works on click and Button in UserWidget (B) works on click however on hover it flickers so on click is very finicky. dmkhara (dmkhara) December 4, 2020, 4:23pm 12. For a big picture overview of how it is all plugged together, see my Lyra Input Overview. (like the Unreal Editor does). newbprofi (newbprofi) January 22, 2017, 7:22pm 6. Now, when you click on Continue - the widget disappears and you continue to play the game. The camera is panning based on mouse movement and in general works great as long as the mouse cursor is hidden. I’ve been having lots of frustration switching between “Set Input Mode UI Only” and “Set Input Mode Game Only” when I switch between gameplay and menus. 27 I’m trying to edit a level but whenever my cursor is in the level editor it disappears and I cannot see what I am clicking on. All its children widgets are set to “Visible” as well just to make sure it doesn’t absorb mouse input. In UI mode, the Player Controller does not receive mouse input - that’s the whole point of using this mode. This YouTube Video Tutorial covers the material outlined in this dev log. To reproduce: Create a new project based on top-down example. Before I try to do anything useful, I’m trying to get the basics down. When you hit play and the game starts, your mouse gets captured by the game to control the camera. I also chained a Set Show Mouse Cursor with the Set Cursor but that didn’t work either. I made UMG Huds in which I can navigate just by keyboard. I use the Common UI Plugin. com I made a custom player controller, where I disabled “show mouse cursor”, click events, mouse over events, generally all mouse input options. So I created a simple menu that just has one button designed to close the menu. com/alexzander Thank you🙌In this video i will show how to solve the problem with the right m If I move the mouse cursor off the game to my second monitor, the cursor disappears but I can see it highlight items on mouse over. How can I make it so that clicking empty space does not disable the mouse cursor visibility? I’m sure this is something simple, but I’ve been unable to find this information so far. In TopDownController-blueprint, hook a “Set Input mode Game and UI”-node to Begin Play-event and check “Lock mouse to Viewport” with a reference to self as target. If I open it in Chrome, when I click on that button, 90% of the time it works fine. I can start my App and join a level. set game mode override in the world settings using new game mode. Even happens on Marketplace projects & new projects. Right now I’m working on learning adjusting rotation and location on objects in a devolpment/test map. DoctorDisco25 (DoctorDisco25) April 27, 2020, 2:38am 1. Hello, unreal newbie here!I I try create Third Person RPG with WoWlike control. Can you explain it a bit more? Regards, Sometimes it is working fine, but sometimes when I click Right mouse button, the menu shows up for split millisecond and then after disappears. If I close UE4 and reopen, I can start working again, but what do you mean with “focus lost”? You mean the widget gets the focus when you click on it? Or you don’t want a click to go through the widget to the game? In the second case, you could override the mouse click function and set the return value to handled. With a visible This function sets Input Mode to Game and UI. However, when I press the left button of the mouse, my cursor disappears, and will appear at the same position as where it disappeared, regardless of any movement of my mouse on the table. I looked all over the web using search terms like “UE5 Lock Mouse How do I Instead make it to where it wont disappear until I click the object with a button? Attached is the flow I have to make it disappear when touched. jpg 1920×1080 1,Launch UE4. Hi I’ve got clean project with starter content. Running on Pixel streaming I have a problem with mouse cursor (_ the problem doesn’t exist if I play offline the packaged game _): I created a blueprint to change the wood panels material (see the image1 below), selecting the materials from widget buttons. [FONT=&]I removed player controller, but when i click outside of gui widgets on viewport, i still getting mouse disappear, and i have to press shift+F1 to enable it again. I even Set Input Mode UI Only - nothing helps. Furthermore, since I use the mouse for Look input, I disable Look when the mouse cursor is visible, though Move is still active. I tried a lot and in the end i disabled “Supports Activation Focus” in “Common Activatable Widget”. So my situation is. Epic Developer Community Forums Mouse cursor won't disappear. This is happening since I formatted my hard drive but before that it happened too, but disabling a specific protection in the app made it mouse is pressing, input mode will be switched to UI mode, so this function can not access mouse position any more, (0,0,0) will be returned. When the inventory is opened, the crosshair good day ppl ive beem struggling with something on editor, the green on click event only counts on left click, is there a way that i can make it to right click, like for example to use a potion or equip armor or weapon or use something on right click, can someone explain step by step plz im very noob in blueprint matter Set an Event BeginPlay > Set Input Mode Game and UI > Get Player Controller > Set SHow Mouse Cursor (Unchecked) [Mixed results - I had to hold right click in order to move the camera, in which case, the mouse In this video we present a simple solution to the common problem of single clicks or hold mouse button events not working properly in Unreal Engine, due to t I’ve managed to find how to generate both mouse click events and UI mouse clicks. exe - Select Don't use for now - Select Keep personal files and settings i also had a problem when my UI is consuming the mouse clicks. The issue I have is that the mouse is not locked to the Note If you are using a mouse, point to the upper-right corner of the screen. 1645 (FRESH INSTALL) Kaspersky version: Kaspersky Security Cloud - Free 21. 35 64-bit Windows 11 Pro 64-bit 10. It's acting as if the window has lost focus. I created my own player controller and set the right mouse click to move the player. When the player wants to get back to the game, he presses the right mouse button, the widget closes, and the mouse pointer disappears, and the player can keep walking around inside the level. Shutting down UltraEdit and restarting it fixes the problem, but it happens again, at least once a day. This work fine but if i try add a widget After working in the editor for a while, the right click menus will instantly disappear. If you head into the world partition tab, highlight a bunch of cells (mouse drag), right click, and choose "Load Selected Cells" (I think), then try again, and you Right and left mouse click and drag in viewport Window-load These are all workarounds, mostly, I press Windows key to bring it back up until I drag something and it disappears again. If you now click with the mouse on the background widget (everything but the green button) the mouse disappears; Workaround: If you set the background widget to IsFocusable I’m having an issue that makes my cursor disappear everytime i click in the viewport for a fraction of a second. I Hi! This is my latest project. By opening widget i am setting 'show mouse cursor' to true (cursor to show) in that moment when widget is opened i need to click anywhere on screen so HOVER over buttons could actually work then i can freely click on buttons. Moving it unhides it, but it refuses to hide back despite executing the set cursor. b. (UE4 4. There’s a pretty good tutorial I’ve been googling and poking through docs for 2 days. mouse-cursor, question, . In player controller on mouse click call function Get Hit Result Under Cursor By Channel and store found actor. Searching through old/other threads says that there was once an option to always show the cursor, but now there isn't. Added to this, there’s a SET show mouse cursor node, that makes the system mouse pointer appear over the widget to click on some links. This is a huge problem for me to debug because the build and package process takes so Hey there. It doesn’t happen instantly. uproject) 3 min read Friday, 05 September 2014 Edited Sunday, 29 January 2023 unreal tournament. Quick question (I hope). Any ideas? I have windows 10 home. Basically the player pawn has a Reticle component that moves along 2 Axis in front of the screen. tested with PIE and If I call SelectAll from a GotFocus event handler, it doesn't work with the mouse - the selection disappears as soon as mouse is released. When i test in editor i can still see the mouse, but in a rebuild and package the cursor is hidden in menus. It uses my ‘Game HUD’ widget as focus which has its CanvasPanel’s Visibility set to “Visible”. 1 because it scraps my game. When the crosshairs disappear, here are some things that might bring them back: Click anywhere on the ribbon. If you want to set up your own cursor, you’ll need to draw one on screen. This does not happen when I click other buttons [FONT=&]I want to make UI only game, without 3D camera and so on. My best guess based on what I’ve read is that your logic If I fire up the game (PIE or standalone) and I do not click in the game, I can fire this event (a gamepad or keyboard key) and focus is never lost. The whole purpose is to I have a UserWidget (A) that contains another a Button and a UserWidget (B). But if the player holds the mouse button, the character will kick their opponent. 0. When i hold left button and move mouse cursor is hidden and camera rotate around player. 0. Activating this control scheme using that latest frontend is as simple as flipping the "Control Scheme" toggle in the settings panel. In scene you see the widget appears once you step into a collision box: You can use “Set Input Mode Game/UI” which gives you a checkbox on whether or not the mouse should be shown or get a reference to your player controller and set “Show Cursor” from there. Windows build: Windows 10 x64 21H2 compilation 19044. But when i Drag from the Widget, the is no mouse position to get. UltraEdit 2024. But when I click left mouse button whenever the umg is active, it loses keyboard focus and therefore it’s not responsive. When this happens, I still see the cursor but when I click in the window, then the cursor disappears. I haven't seen this bug mentioned much on this subreddit or on I recently downloaded UE 4. I have both working using a timeline feeding into Now I’ve added the “Set Input Mode Game And UI” node through player controller and the default settings seem to make the double click go away Not sure if you are using those nodes but you could try directly injecting the I had (incorrectly) assumed that the mouse's location on the screen was strictly XY (with a Z of 0). My system is windows10 14915, graphic card is gtx760 with latest NVidia 372. I was looking around but I couldn’t find a plain implementation of it or the one that Is there a way that I can have one function tied to tapping the Left Mouse Button, but having a different action occur if the left mouse button is held? For example, if a player taps the Left Mouse Button, their character will swing their sword. But I can’t use the mouse cursor and therefor I can’t click on any buttons in the app. Turn off the ViewCube. If your play button is set to play in the viewport, you can release the mouse from the viewport by pressing Shift I have a overlay with a border along the bottom of it. The only fix that works is to restart the engine, however, this happens quite frequently, Edit: Found the answer: Tutorial: How to Take Control of the Mouse in Lyra/CommonUI - YouTube I’m working on an RTS style interface. 391 (i) The problem: Scroll bar disappears when a key is pressed in certain webpages. Epic Games launcher: Open your Epic Games launcher; Go to the Settings; Click Football Manager 2021 on the "Manage Games" section. Everynone (Everynone) January 22, 2018, 1:35pm But when the user enters text, clicks off the text box and clicks back on it, that text disappears. the old cursor is still visible. Am I missing something to capture the mouse position as I am clicking? Ultimately, I’m just trying to detect if a user is dragging the mouse immediately after a click. After a freeze, the mouse cursor will recover in one of two ways: After the freeze, the mouse cursor will warp to a new position; it seems to be the end position of the mouse movements I made during the freeze, i. After popping open the location from the hit event, the mouse is calculated in XZ (with Hello I am trying to make a mesh disappear on the mouse click event First, I set show muse coursor to true in character blueprint Then I tried to set up a class for the mesh. 1). When I move Unreal and the blueprint window to the second display, no issues. Now when i dont hold any button i have normal mouse cursor. uproject), these is the kind of menu options you should see: But what do you do if you only see this Hi there! I want to create WoW-like mouse look system. It is more complex, while the accepted answer does the same thing in a simpler way. start pixel streamer. That’s normal. Still doesnt work on my Packaged test on my desktop. For some reason the window is not locking onto the mouse. I need to unhandle mouse down, so normal single selection can take place also (which is in pawn logic, i know bad architecture). The idea is to have panels where, on mouse click, one will slowly adjust location and the other slowly adjust rotation. 1 Like. neither ShowMouseCursor = False, nor SetHardwareCursor = None seems to work. It works if I move it to my drawing tablet. You need to set some bool variable to indicate that the right mouse has been clicked in your MouseDown, then Clear selected items, if SelectedIndexChanged event handler fired because of the right click and then reset the indicator on MouseUp event. I set it up, made an on click event, dragged off a UE4, click, Widget, Mobile, often several in a row at the same place, and it change after 4,5,,20 click. Can you help me please? (UE4. On every child cursor parameter was seted to None. The laptop is touch-screen and is able to bend into a tablet mode. Its working fine. d. But nothing happens when I set it up, and I have no idea how to bind the left mouse button into this event. Also the same behavior is observed when calling Set User Focus after a call to Set Input Mode UI Only. only after clicking, the cursor finally disappears. But when you release the right mouse If I click somewhere in game viewport the mouse cursor disappears, (“Enable Click Events” and “Enable Mouse Over Events” doesn’t work) 2. Related questions. And this crash happens when i get to click on some item: Exception Type: EXC_CRASH (SIGABRT)Exception Codes: 0x000000000 - Pastebin. This can be improved on, and I think some mouse nodes are different in UE4, but hopefully it’s a Mouse clicks do not register during a freeze. That works fine, I can use the menu and launch the game from them as intended. Now it works Go into 3DCONFIG within AutoCAD, click the Manual Tune button, and turn off hardware acceleration. Depending on your game (e. 6 BTW) I’m trying to create a dialog menu system so that when the user “interacts” (defaults to right click) with a character, it will open up a menu. Cheers. All it’s done by means of animations. Unity UI button not reacting to clicks or hovering. I’ve got player controller just derived from APlayerController and nothing was changed instead checkbox Show mouse cursor, which was switched off. Only thing that seems to work is quitting application, and going back. Epic Developer Community Forums Using blueprint scripts, if I hide or un-hide the mouse cursor (either via ‘Set’ or via Controllers), I have to click anywhere in the game display to regain control of the game. The only knobs I found are: Project Settings → Capture Mouse On Launch, Viewport Mouse Capture Mode, Viewport Mouse Lock Mode PlayerController → SetShowMouseCursor Behavior I want: Middle mouse down, cursor disappears I drag the mouse around (it’s a flying camera that can pan and orbit) Middle For two widget components that overlap on each other, is there a way to capture mouse input on both of them? For example, let’s say I have two button overlap. This means the cursor can be operated by either mouse or thumbstick (or both). add game mode base blueprint using new mouse controller. Sets ShowMouseCursor and MouseOverEvents to true just to make sure everything is set properly. Hide mouse, disable mouse click events and rotate character while holding right mouse button. (2) The inverse of #1. g are you in first person mode, do you just have a mouse cursor on the screen,) you can also use the “on clicked” event Mouse and Keyboard Input not working under Xubuntu VNC. When launching into a level from a server/client lobby menu, while holding down MMB the cursor disappears until released. Yes. Check “Additional Command Line Arguments” I just upgraded from 4. In the list of results, swipe down on or right-click Command Prompt, and then tap or click Run as administrator. git clone PixelStreamingInfrastructure. Yet in the Editor window, I can zoom in very close, ~10 units, without clipping. When I simply click, one of my sprites disappear. 4. Other simple stuff is to press A and then press G and move around (if the Error: 404 | Epic Developer Community Default Mouse Cursor texture is currently pulled from Operating System. I believe this a bug on Windows 10, latest PNGTuber+. I’m trying (and failing) to attach an actor to my mouse cursor. In the event binder, I I am very aware that there needs to be an initial click to set the window focus. Now the problem is that when I run my game (Level+WidgetLevel) as a standalone game the Hello, I have a umg widget with the main menu for my game. What this thread is about; That I need to click on that border first to get it focussed; OnMouseMove doesn’t trigger while Mouse How would one raise an event on a clicked actor? I had an idea of raycasting to the character from a camera and checking if its an instance of Interactive then activate its public func but that seems botchy now when I know that in there somewhere there’s a built in function for a such thing. 1. I haven't seen this bug mentioned much on this subreddit or on YouTube, and while the fix isn't perfect, it's better than changing the entire mouse cursor setting. c. This really feels like a “it’s just me” thing though, because if not it Hi everyone, Every time I open a widget, the mouse cursor will show up, anyone knows how to keep the mouse cursor always hidden? I have tried with the “Show Mouse Cursor” bool node, but its not working, the mouse shows up anyway 🙁 possible duplicated: Whenever input from the thumbstick is enabled, its input will be added to the mouse position. 1 Here’s my node setup: I’ve narrowed it down to the ‘show mouse cursor’ bool causing the issue. Turn off Autosave. well, sometimes it works, but most of the time it doesnt. For me, I found that the Ctrl + Click was opening the wrong file - from the virtual environment, rather than the source file. It is the FirstPersonGameMode as intended. EDIT: People are liking Donnelle's answer, I'll try to explain why I did not like it as much as the accepted answer. If I call PlayerController->SetShowMouseCursor(true) then everything gets messed up. So basically when adding a widget or even just setting visibility + setting enabled. Same happens when I remove the widget from the viewport or even if I After 10mins or so of use, if I'm using my main display with Unreal, the context menu (right click in blueprint) would disappear or show what is behind it (view point). But to me it appears that the right-click menus immediately disappear after appearing. I’ ve already did it and it worked. Then, move the mouse pointer down, and then click Search. -On the newly created Control Rig layer in sequencer, click the to the right '+section' pull down and also click on 'absolute' there, this will make a new Control rig Layer, -you then need to delete the first control rig layer and now the character is back and now animates as expected, with a working Control rig Layer For the past little while, my laptop's mouse cursor suddenly entirely disappears, and moving the touchpad doesn't show it. The text never disappears, even Hello all, I’m having an issue with the context menu and dropdown menus disappearing. This also affects all of the dropdown menus, so I can't even save my project (CRTL+SHIT+S still works, thank god). The only workaround is to toggle the game scaling. I am referring to Anytime I wan to look up or down or turn i HAVE TO click first and then while holding the left mouse button then and only then i can look around. Blueprint. When you open it, you’ll see options: Continue, Exit (yes, that simple). I created from scratch a similar project to the TopDown Template just to better understand it and I want to be able to pickup an item when I click on it and only if the player is in range. 3. 70 driver, product version is 4. I always had to double click to make a simple click event. the mouse was still tracking movements during the freeze and updated the cursor position after the freeze I have a widget blueprint with a button (with alpha channel set to 0, so it’s transparent) and it has a text block. The problem is, the game is still registering mouse input while the menus are up, and any stray click deselects the UI. In my default startup map I load a UMG menu via the level BP. Enter command prompt in the search box. I have to click on anything that is no UE4 Editor to get mouse pointer to show itself again. 6. This is happening so much now its nearly impossible to use blueprint editor. Hi! This is my latest project. I've tried adding Set Input mode game and UI to my player controller with Hide cursor during capture disabled, as well as I’ve recently created a menu for my game, and when I click anywhere but a button the cursor goes away and I have not found a way to get the mouse cursor back without restarting the game. Hi, I’m experimenting with the pixel streaming plug in in 4. So my fix was to right click on the src/ folder and to both You're in the middle of programming in Unreal Engine when suddenly your right-click menus disappear and a black bar appears in their place. In my player controller blueprint I trigger mouse down function when i do a specific hand gesture and after a short delay I trigger the mouse up function. 3 and cannot change to 4. Is there any way to disable the Clicking again does not re-capture the mouse, and I can only control my camera if I click and drag with Mouse 1, 2, or 3 (none of which are actually bound to anything, mind you, except mouse 3 which is supposed to reset the camera). How could I go about this? I am in 4. The issue is that Yup I did that, and it is true but the mouse is not showing. I’ve had this happen several times so far and the only solution was to Hello! I’m two weeks into UE4 and have really been absorbing as much as possible. Hope I could help you !!! 319609-tocenter. launch game from editor Win 7 64, 4. Luckily, there's Another thing I noticed is that when holding the mouse down (either right and left click) the cursor appears, but disappears unless I move it. I’d like to modify the text block on hover of the mouse. 14 there is a bug where player character class will reset “show mouse cursor”, so I call “show mouse cursor” at my character’s event begin play instead. *note: If I remember correctly, in UE4. The pawn is just for a camera, the controls for this pawn are kind of an RTS style. When click and hold it stays invisible until i release the By opening widget i am setting 'show mouse cursor' to true (cursor to show) in that moment when widget is opened i need to click anywhere on screen so HOVER over buttons could actually Hi, recently I have an issue of mouse cursor disappearing on Windows 11. Clicking on the second monitor will not re-display the mouse cursor. What setting in the Mesh preview window do I change to fix this? (to be more like Blender, where I can zoom in very close to see the detail of the Here is a video I recorded showing the problem: If clicking at about the same time the widget button appears, it sometimes seems to not recognize that the mouse is hovering over it, and following clicks do not execute the On Clicked event associated with the button until the cursor leaves the button and re-hovers over it. Has When I right-click on something (namely animations and actors), right-click, mouse-click, question, unreal-engine. buymeacoffee. Development. . That UserWidget (B) contains a Button (this is simplified and for a reason). Both of them have a OnMouseButtonDown event. This was because I was using a Poetry environment. So i have this set up : I want when player hover the mouse to that text ( in this case i want mouse to hover to the textrender which i called “Top”) it just increase the text size and yes i also enable mouse over event in the So I use a border to mark the area where this is possible. TightVNC server, running on Windows 10 ignores mouse and keyboard inputs from TightVNC viewer, running on Windows 8. 10, and in that version, clicking works perfectly fine. When I press play on my menu it brings me to my level and when I complete my level it brings me to the widget (which is also a level). I want my cursor to be shown all the time like that in the topdown template, but I didn’t see any However, before I can click on to a menu button, I need to click once into the game window. I’ve got simple HUD: Now I’ve got a simple cursor. The right click/drop down menu often invisible in editor, both in viewport and content browser. I’m just playing around with top down template. uqkffm gvoq eqep ayyb xqbxw ynut vdiiq qqgev mqr hokhctb