Camera rotation broken in PIE(SIE) mode after "eject" when mouse is not hidden

Hello. After updating to 4.11 version of engine when I lunch PIE(SIE) mode and for debug reason want to see on the scene something from different than game camera angle I click Eject but editor’s viewport camera don’t want to rotate while I am holding RightMouse.

I did some investigation and found in SceneViewport.cpp that some code in function:

FReply FSceneViewport::AcquireFocusAndCapture(FIntPoint MousePosition)

preventing reaction on holding right mouse if mouse cursor set to visible.

Actually code execution cant get into this branch:

if (bCursorHiddenDueToCapture || !bShouldShowMouseCursor)
		{
			ReplyState.CaptureMouse(ViewportWidgetRef);
			ReplyState.LockMouseToWidget(ViewportWidgetRef);
			ReplyState.UseHighPrecisionMouseMovement(ViewportWidgetRef);
		}

For clarify: in FirstPersonShooter projects this branch works well(because mouse typically hidden). But for strategical type games, as we developing - mouse is visible, so bShouldShowMouseCursor will be “true” and editor’s camera will be broken.

How to reproduce:

1.Create new Puzzle project C++(maybe blueprint ver is enough), not FPS.

2.Begin Play in Editor(any variant).

3.Click “Eject”

4.Now Camera will react only to wasd+qe while holding rightmouse.

Relative question link(which not marked as bug report):

Hello,

I have been able to reproduce your issue, and have entered a bug report (UE-29313). Thank you for your report. I will provide updates on this issue as they become available.

Have a great day

Hi Sean, I’m having the same exact problem. Are there any news/workaround? Thanks.

Hello,

It looks like this issue has been resolved internally, and the fix should be available in a later version.

Have a great day

Hi, I can reproduce in “Twin Stick” template. 4.21.1

create blueprint project