If the mouse is toggled to show by using "Set Show Mouse Cursor" and then the user clicks in the window the mouse will lose focus (the camera will no longer freely track the mouse)
1. Open first person project
2. Open MyCharacter blueprint
3. Make the attached image in blueprints
4. Play in editor
5. Move mouse around (camera should be tracking)
6. Toggle mouse to show
7. Continue moving mouse (should still be tracking)
8. Click mouse
9. Move mouse (Camera is no longer tracking)
10. Toggle the mouse to hide the mouse
11. Move mouse around
12. Notice that even though the mouse is no longer showing that the camera will not track the mouse until the screen is clicked for a second time
Expected: The input focus should be given back to the game when the mouse is hidden (without having to click again)
Result: The input focus remains on UI after the mouse is hidden
How does TextureRenderTarget2D get TArray<uint8> type data?
Why does the REMOVE method of map container remove elements have memory leaks?
How to delete some elements correctly when deleting an array loop?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
UMG RichText not appear image when packaged
What is the difference between Camera and CineCamera?
How to assign a value to a member of UMG's UMaterialInterface pointer type in C++?
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Gameplay - Input |
---|---|
Affects Versions | 4.5.1 |
Created | Nov 17, 2014 |
---|---|
Resolved | Oct 13, 2015 |
Updated | Jul 14, 2021 |