I am trying to Create a self-contained widget that I can use to replicate the functionality of a computer’s operating system. Currently I’m testing this widget using a 3D widget component with Hardware Cursor on, ideally, I’d like to render the widget straight to a texture and use that on a computer screen. My problem right now is that my widget only takes input from the real cursor. This makes it interactable even when it’s not being focused by the player, but it also means that when I try to lock the cursor, it locks it to the respective space inside the viewport.
This is a what happens when I try to lock the cursor using the “event reply” system when overriding the “On focus received” function. The red cursor is a Widget that I am setting to the Cursor transform (Just an image), and the green cursor is the software cursor. As you can see it locks the software cursor to the equivalent space on my screen.
Using the hardware cursor was a solution I wasn’t keen on anyway, so I’ve been looking into Common UI’s synthetic Cursor. But this is where I get a little lost because I’ve mostly only used Blueprints in Unreal Before, so I could use some advice to whether this would work or not, and if so how to best go about it?