Clicking on UI renders "Show Mouse Cursor" and "Select Current Mouse Cursor" Nodes useless

I dont know why but it is easily testable if you dont believe me.

Set up any logic involving those nodes and execute it after clicking on a button or some kind of UMG widget, it wont do anything, if you set up a print string, it SAYS it changes, but it does not.

I would really appreciate some kind of confirmation of this.

Thanks for the response but unfortunately that isn’t the problem.

The nodes still wont work after you hover off of the widgets.

For example if you have a box on the ground that, when hovered over executes those nodes, the cursor wont change despite the mouse not being over any widget.

Is there a way to make it to where the mouse click isn’t needed to make the widget lose focus? That sounds like the real issue I’m having here.

Edit: Fixed it by unchecking is focusable on the widget buttons. I dont even know what it is I just had a hint that it could be the solution because you mentioned “Lose Focus”.

Don’t widgets override controller settings? If the cursor is over a widget, that widget sets the cursor according to whatever it defaults to - this can be changed on per widget basis.

You can test it by running the code, and then leaving the widget. You may need to click outside of the interface for the widget to lose focus.

For example if you have a box on the
ground that, when hovered over
executes those nodes, the cursor wont
change despite the mouse not being
over any widget.

That’s why I mentioned clicking in the viewport outside of the widget - one way to make widgets lose focus. Widget having focus is a super useful feature in general but I can see how it can get in the way, especially in the described scenario.

Is there a way to make it to where the
mouse click isn’t needed to make the
widget lose focus? That sounds like
the real issue I’m having here.

Any widget can override Event onMouseLeave and call Set Focus to Game Viewport. Another way is the one you mentioned. It will, however, disable some of the functionality - like the widget’s keyboard interaction. If it’s not needed, it’s safe to untick isFocusable.

If you ever try to force keyboard input onto a widget with isFocusable disabled, you’ll get a helpful warning in the Output Log, so you’ll know what’s up.

Good luck with the rest.