Bind mouse for 3D widget in center of a screen via blueprint

Hello! Please help me with a problem.
In my game I use 3D widgets, so it is like holographic interfaces, and instead of using a direct mouse input (the game is first person, so it will be pretty uncomfortable to switch from camera to mouse control, only to push one button) I want to use raycast, or something that will say to widget, that there is a mouse cursor and it is in center of a screen. Closest reference is DOOM 3, where it was used for lots of consoles to control bridges, doors, lights etc.

Well, my question is a little blurry, so can you please answer those question:

  1. Can I enable Mouse interaction with widgets, while still controlling camera in FPS mode?

  2. Is there a way to set mouse position? Because I have no clue, what that is:


  1. What is that “Reply” in image? How does it work?

I have been looking for a (blueprint-only) solution to this as well and the only thing I found was Rama’s blueprint collection: (39) Rama's Extra Blueprint Nodes for You as a Plugin, No C++ Required! - Blueprint - Unreal Engine Forums!

Using it was trivial as it provides a blueprint node to set the mouse position.

For 4.8 you need to download an older zip, since the newer ones are for 4.9. I think I used “06:14, 20 August 2015”.

Oh yeah, you can ignore the blueprint node in the screenshot you posted. It doesn’t seem to do quite what its name implies.

Does anyone know if there is an alternative to this that can be done purely in blueprints?

Something as simple as this should really be in UE4 by now without having to rely on any plug-in