Is there away I could change default mouse textures in engine? I want to import my own and use them.
Default Mouse Cursor texture is currently pulled from Operating System. You can switch between a few different options in your Player Controller Defaults in Mouse Interface section:
Those are limited options and dependent on OS of user. If you want to set up your own cursor, you’ll need to draw one on screen. There’s a pretty good tutorial here:
That uses a Draw Material node, but you can replace that with Draw Texture node, or even Draw Texture Simple node. Here’s what mine looks like:
Hope that helps! Let me know if you need more help setting this up.
I don’t know if Epic changed something about this with UMG, but hiding or showing your Mouse Cursor is normaly done with this Node:
As an additional update, software cursor support should be coming in a future release, possibly 4.8.
I’ve been using UE4 4.7 and there is an option for this now, as says.
You can go to Edit → Project Settings → User Interface (on left) → Default Cursor and set it to a widget!
So all you have to do is make a User Widget BP, and put cursor as an image all alone in there. You can also do more complicated stuff if you really want! Just remember most users want a quick, responsive interface that’s easy to see and understand.
Hope that helps some people!
@Zaggoth wooo thank you!
I have done same as told by you and its working fine on unreal engine but when i launch it on Samsung Gear VR custom cursor is not showing. . .I will really appreciate if you show me some way to get my hands on it.Thanks you
What version are you in? I currently have an issue in UE4 4.11 where cursor isn’t properly showing up in Editor / Launch Game mode (but shows up fine in Release mode.)
Does this sound like issue you’re having?
I am using 4.12.1 cursor show on editor but when i launch it on Samsung Gear VR it show default one with very small size. Thanks for help
ok, good, but how to set up a cursor position and click withou a mouse hardware?
I know that this is old but new way to do it is to create a widget and use the ''Set Mouse Cursor Widget". I use it in my “Player Controller” class.
What heck is that SET node in between your Create Cursor Widget and Set Mouse Cursor Widget?
He’s simply setting a reference to it (Return Value → Promote to Variable) so he can access it later. For example, if he needs to make cursor do something, like animate, or hide, you can call Cursor reference they set.
Bro, thanks a lot, it works ! Except in package verson, mouse cursor is a little bigger than in standalone version, so, need to decrease size of cursor in cursor widget ! thanks again !
If I changed the cursor in project settings, my build would crash on start up. If I use this method instead, no crash. Works great.