How to add Mouse Interface to a third person details

Hello,
I have a 3rd person project setup and I want to be able to show the Mouse cursor and enable clicks, mouse over and touch to it like I can if I make a new controller…is it possible to add this feature to the current 3rd person controller …or do I have to make a new controller from scratch with all the third person controls?

image

Does it now work, when you click the boxes?

No need to do anything from scratch. If you created a custom controller, you tick those checkboxes in its blueprint. If you don’t have a custom one, the engine will use the default player controller, and you can access it like so:

The above will work for a custom, overridden controller, too. You could add this script to the Player Character.

@Everynone > Setting up a new Gamemode and Controler did the job…so by default your unable to make any changes to the default controller so that is why you make a new gamemode and controller? do u normally set up a new 3rd person controller or do u just you the one in the lvl? TY

@ClockworkOcean once I set up a new controller I was able to select those boxes with no issue. TY

You can make changes to the default controller but you don’t have the access to the snazzy interface - the checkboxes you mentioned. Instead you make those changes through blueprints as in the pic above.

do u normally set up a new 3rd person controller

You override the default player controller to add more functionality - so you have another easily accessible framework blueprint that can execute script, oversee other actors.

You can have multiple pawns all behaving differently, and 1 controller that possesses pawns and bosses them around. Controller is a bridge between you - the user - and any pawn.

For simple games you may get away with the default one; for more complex cases, where you have multiple characters you want to swap between, you can use the PC as a manager for those pawn.