this may be some real simple thing, i just could not find out why it is happening.
I did some AxisInput for MouseX and MouseY. I bound that in my PlayerController using BindAxis. Now, i only get the according input when i press and hold a mouse button, otherwise the input is zero.
I also already tried fiddling around with IgnoreLookInput, but this was not really helping.
There are no additional conditionals in any way, i already reduced the PlayerTick to what i wrote one post earlier. Of course i already tried logging Debug - Messages, with the same result.
When i got some time again i will try creating a new empty project which just has the logging of the mouse-accel implemented, just to know if its some setting i did (Though i already checked everything, but you can never be really sure ).
Since it should work for other devs (or otherwise we would have more threads with this topic here), it must be some setting or override anywhere.
yeah, i almost forgot about that, since this is in my Character - BaseClass
So i guess this is the HardwareCursor then, and it doesnt forward the acceleration to the engine itself while not clicking?
I guess this is the perfect opportunity to finally start implementing my Game-UI with a custom mouse-cursor; For now i was pushing it back the whole time