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):