When launching into a level from a server/client lobby menu, while holding down MMB the cursor disappears until released. This is the case with either ‘PIE New Window 2 simulated players’, ‘launch game with 2 simulated players’, or ‘using two computers on LAN or Steam’.
If directly PIE the level without using the lobby menu, the cursor doesn’t disappear when mouse is held down (everything fine here).
Here’s a video showing the issue:
Using 4.13 Preview
The project follows the Wes Bunn video series but uses top down game as base. Already asked Wes Bunn about it. Just looking to see if it’s caused by me, or a bug noticed by anyone else.
I have a few questions for you that will help narrow down what issue it is that you are experiencing.
- Can you reproduce this issue in a clean project?
- If so, could you provide a detailed list of steps to reproduce this issue on our end?
- Could you provide screen shots of any widgets/blueprints that may be involved?
It might be easier for me to share the project, since it’s hard to reproduce the multiplayer set up from scratch. It would be nice to see if anyone who has the Wes Bunn version of the multiplayer tutorial might also have this occurring.
I sent a forum PM : Cursor disappears while LMB held (project)
After digging through your project, it appears that the inputs are not handled in a way that will provide the result that you are looking for. One of the tests I used was setting the input mode to Game and UI on begin play for the level that was having the issue. I did this and I made sure to uncheck “Hide mouse on capture”. After running this test I was able to have the cursor not disappear. It appears that this is working as intended and that you will need to make changes to how you are handling your input. I hope that this information helps.
Make it a great day
In this particular case I unchecked Hide Mouse on Capture in the LobbyPC (blueprint in the Wes Bunn multiplayer tutorial) and the cursor now no longer disappears when held after launching from lobby into the playable levels. Not sure if that setting is on by default or I clicked it myself. Anyhow, thanks for spotting the stumbling block.