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

**URL:** <https://forums.unrealengine.com/t/camera-rotation-broken-in-pie-sie-mode-after-eject-when-mouse-is-not-hidden/353739>\
**Category:** Community & Industry Discussion\
**Tags:** pie, unreal-engine, bug-report, editor, question\
**Created:** [April 11, 2016, 9:21am UTC](https://forums.unrealengine.com/t/camera-rotation-broken-in-pie-sie-mode-after-eject-when-mouse-is-not-hidden/353739 "2016-04-11T09:21:21Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![nynjed](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@nynjed](https://forums.unrealengine.com/u/nynjed)\
**Post date:** [April 11, 2016, 9:21am UTC](https://forums.unrealengine.com/t/camera-rotation-broken-in-pie-sie-mode-after-eject-when-mouse-is-not-hidden/353739/1 "2016-04-11T09:21:21Z")

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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):

> **[Can't look around with camera after Eject from Play in Editor](https://forums.unrealengine.com/questions/398548/cant-look-around-with-camera-after-eject-from-play.html)**
>
> After I hit "Eject" during "Play in Editor", I can't look around with LMB or RMB, even though holding down either and using WASD will move the camera around (same with using Q/E and the such to move it up and down). I am using custom c++ classes...

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**Author:** ![Sean\_Flint](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Sean\_Flint](https://forums.unrealengine.com/u/Sean_Flint)\
**Post date:** [April 11, 2016, 5:02pm UTC](https://forums.unrealengine.com/t/camera-rotation-broken-in-pie-sie-mode-after-eject-when-mouse-is-not-hidden/353739/2 "2016-04-11T17:02:04Z")

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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

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**Author:** ![ClaudioPiccinni](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ClaudioPiccinni](https://forums.unrealengine.com/u/ClaudioPiccinni)\
**Post date:** [April 18, 2016, 9:21am UTC](https://forums.unrealengine.com/t/camera-rotation-broken-in-pie-sie-mode-after-eject-when-mouse-is-not-hidden/353739/3 "2016-04-18T09:21:31Z")

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

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**Author:** ![Sean\_Flint](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Sean\_Flint](https://forums.unrealengine.com/u/Sean_Flint)\
**Post date:** [April 18, 2016, 12:51pm UTC](https://forums.unrealengine.com/t/camera-rotation-broken-in-pie-sie-mode-after-eject-when-mouse-is-not-hidden/353739/4 "2016-04-18T12:51:30Z")

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Hello,

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

Have a great day

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**Author:** ![D.Shchepetkov](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/d.shchepetkov/32/467366_2.png) [@D.Shchepetkov](https://forums.unrealengine.com/u/D.Shchepetkov)\
**Post date:** [February 27, 2019, 11:46am UTC](https://forums.unrealengine.com/t/camera-rotation-broken-in-pie-sie-mode-after-eject-when-mouse-is-not-hidden/353739/5 "2019-02-27T11:46:47Z")

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

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**Author:** ![D.Shchepetkov](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/d.shchepetkov/32/467366_2.png) [@D.Shchepetkov](https://forums.unrealengine.com/u/D.Shchepetkov)\
**Post date:** [February 27, 2019, 11:48am UTC](https://forums.unrealengine.com/t/camera-rotation-broken-in-pie-sie-mode-after-eject-when-mouse-is-not-hidden/353739/6 "2019-02-27T11:48:17Z")

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create blueprint project
