If the mouse cursor is hidden in UE4.4, it doesn’t restrict the Yaw and Pitch input to the window bounds. I’am able to move the camera freely, without any bounds.
If the mouse cursor is hidden in UE4.5, the Yaw and Pitch input is restricted to the window bounds. I can only move the camera as far as to the window bounds and I’am stuck there.
Is this expected behaviour? If yes, how can I re-create the behaviour of UE4.4?
Edit: I can not interact with UMG until I left click into the viewport.
Example to re-produce in blueprint (extended the third-person template):
I was able to reproduce this both in our internal build and the 4.5 Preview. I entered a bug report in our database for the developers to look over (TTP# 349468) and I will let you know if I see an update. Thanks for the report!
The developers looked into it, and it appears that the default starting state may have changed slightly, but Set Show Cursor is generally insufficient to switch between Game/UI modes, which is what controls the cursor being locked to the viewport. The correct way to set this up is to use the Set Input Mode nodes in conjunction with the Show Mouse Cursor nodes. For your case, it might look like this:
Hope that helps! Let me know if you have any questions.