Custom Cursors without using OS or rendering a texture to a space in HUD?

I want the engine to think it is using the OS cursors but use my custom made ones, I do not like using blueprint to fetch cursor texture to mouse position as if you update on draw call it does not move as accurately (it lags behind the actual mouse cursor). I also do not like using a tick event as that is inefficient.

Is there a way to put cursors in the resources folder and use them as an actual mouse cursor rather than this workaround of using a texture?

Regards,
Slipoch

It’s a bit late, but let it be for those who’s curious: after some research I decided that atm the easiest solution is to edit engine cursor source.
E.g. for Windows it’s [FONT=Courier New]Runtime/Core/Private/Windows/WindowsCursor.cpp. Simple actually, because you just need to load proper HCURSOR handle for each case using [FONT=Courier New]LoadCursor() or [FONT=Courier New]LoadCursorFromFile() WINAPI functions.