Developer Notes

This issue has been closed as 'Won't Fix' due to an extended period of time without updates. If this issue is important to you please let us know by posting on the AnswerHub or UDN, and Epic will re-open the ticket for further review.

Description

In PIE games, it looks like this may be caused by the window immediately taking control of the mouse and setting up focus.

In networked games, clients call ULocalPlayer::SpawnPlayActor which will create a default APlayerController (unless otherwise configured). This later gets deleted, but may have previously set focus.

Steps to Reproduce
  1. Create a UCLASS with a BP function to release mouse capture (see below).
  2. Start QA Game.
  3. Open any map (including the default empty map).
  4. In the level BP, tie the release mouse capture function to some input key.
  5. Launch in mobile preview.
  6. Move the mouse around.
  7. Call the release mouse capture function.
  8. Move the mouse around.

EXPECTED: Before and after the release mouse capture function is called, the camera does not change unless you grab the left virtual joystick.

ACTUAL: The camera changes and tracks the mouse before the release function is called. After the function is called, it works like expected.


UCLASS()
class UMyClass : public UObject
{
    GENERATED_BODY()
public:

    UMyClass(){}

    UFUNCTION(BlueprintCallable, Category="Mouse")
    static void Release()
    {
	FSlateApplication::Get().ReleaseMouseCaptureForUser(0);
    }
};

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Won't Fix
ComponentTools - Slate
Affects Versions4.15
CreatedDec 12, 2016
ResolvedJun 21, 2017
UpdatedSep 16, 2019