Hey @,
There is a bool in the Set Game and UI input blueprint node, shown here.
If that is left true, it doesn’t actually just set the cursor hidden - it also locks it in place.
If using C++, we would be looking for the line:
bool bHideCursorDuringCapture = true
In regards to your current system, detailed below,
I’m using this system for dragging and dropping, but instead of dropping the widget at a new location, I’m destroying the widget when the drop operation ends
Can you share any more details about this specific implementation?
Lastly, I really appreciate you taking the time to help me out!
My pleasure! I look forward to hearing from you again!