You’ve got 2 things affecting your cursor visibility. A UMG widget and the Player Controller. Even though you asked the controller to hide it, the widget that the cursor is currently over is overriding cursor visibility.
You can test it by executing the code you posted and clicking anywhere outside of the Visible parts of the widget, this will pass the control over the the PC and the cursor should disappear.
In order to hide the cursor for good, even while a widget is in focus, you’d need to ask the widget to do it, too. In this example, the PC is showing the cursor, the border was set to None, and the button was left untouched:
You can do it manually for any widget element in this hidden panel:
Ok this is a basic example of the major problem I’m facing. I have absolutely no idea why this Widget Blueprint doesn’t run as intended. I’m almost considering it’s not my fault.
The example above fails to hide the mouse after “Hide Mouse” is printed.
Does anyone else get a different result when replicating?
I found that with a custom widget cursor I could not get the mouse to hide after detecting game pad input unless I moved the mouse. So when I set the mouse cursor to hidden I adjust the mouse position and then the mouse picks up the hidden attribute.