Since upgrading to 5.6, we have noticed that our mouse cursor permanently stays on screen when playing cooked builds for PC. Currently, we are changing the input mode and setting bShowMouseCursor on the player controller, which, before 5.6, was enough to show/hide the cursor as expected. Post 5.6, the only way we have been able to show/hide the cursor, on windows builds, has been to manually show/hide the platform cursor. Is this the expected way to control mouse cursor visibility going forward? Or is there something we are missing?
I tested this behavior in both UE 5.5 and 5.6 using a blank Third Person template and was not able to reproduce the issue.
In my test, I used a simple setup where a menu widget is added to the viewport. Input mode is set to UI only and bShowMouseCursor=true. On menu exit, the widget is removed, input mode is set back to Game Only and bShowMouseCursor=false.
[Image Removed]With this setup, cursor shows and hides as expected when switching input modes. I verified this in both PIE and Windows packaged builds for 5.5 and 5.6.
Could you please share additional details to help reproduce the issue on my end? It would be very helpful if you could reproduce this in a blank project or share a minimal repro project.
Yea we were double checking with you to see if there were any changes. We have some other systems that are 3rd party to Epic/Unreal Engine. We think the error lies there.