I’m also facing this issue in 4.18.1, after a few diging, I’ve found a quick solution. In PlayerController.h
/** Data structure used to setup an input mode that allows only the player input / player controller to respond to user input. */
struct ENGINE_API FInputModeGameOnly : FInputModeDataBase
{
/** Whether the mouse down that causes capture should be consumed, and not passed to player input processing */
FInputModeGameOnly& SetConsumeCaptureMouseDown(bool InConsumeCaptureMouseDown) { bConsumeCaptureMouseDown = InConsumeCaptureMouseDown; return *this; }
FInputModeGameOnly()
: bConsumeCaptureMouseDown(false)
{}
protected:
bool bConsumeCaptureMouseDown;
virtual void ApplyInputMode(FReply& SlateOperations, class UGameViewportClient& GameViewportClient) const override;
};
I’ve changed
FInputModeGameOnly()
: bConsumeCaptureMouseDown(true)
{}
to
FInputModeGameOnly()
: bConsumeCaptureMouseDown(false)
{}
This might be a dirty patch but for me it does the trick