# Better approach to returning mouse rotation after click

**URL:** <https://forums.unrealengine.com/t/better-approach-to-returning-mouse-rotation-after-click/488570>\
**Category:** Character & Animation\
**Tags:** click-event, player-rotation, unreal-engine, tick-rate, mouse-click, question\
**Created:** [September 9, 2021, 2:42am UTC](https://forums.unrealengine.com/t/better-approach-to-returning-mouse-rotation-after-click/488570 "2021-09-09T02:42:50Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Powill](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Powill](https://forums.unrealengine.com/u/Powill)\
**Post date:** [September 9, 2021, 2:42am UTC](https://forums.unrealengine.com/t/better-approach-to-returning-mouse-rotation-after-click/488570/1 "2021-09-09T02:42:50Z")

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I’ve noticed that using the `showMouseCursor` function (set to `true`) from the player controller disables mouse rotation. A solution I found is using `setInputModeGameOnly` on the event tick (in the ThirdPersonCharacter from the ThirdPerson template). This is hurting my frame rate. Is there a better way to regain the mouse rotation for camera movement? I’ve tried using the `setFocusToGameViewport` and `setInputModeGameOnly` in `EventBeginPlay`, but that is not fixing the rotation problem.

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**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [September 9, 2021, 7:17am UTC](https://forums.unrealengine.com/t/better-approach-to-returning-mouse-rotation-after-click/488570/2 "2021-09-09T07:17:12Z")

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You don’t need it on tick, you just set it back to game only once.
