How to get access to the "NEW 4.7" cursor widget on a BP?

Hello!

Looks like you gave us a great way to get full control over the mouse cursor on 4.7 (tested, works like a charm, thanks, you’re great, etc etc :smiley: ).
I’m “almost” finishing the cursor implementation due to this (I’ll make a guide after with some things I’ve found), “BUT”…

**How could I get a pointer to this custom widget on a BP? **

Looking on the API the only guy that returns/keeps it is the FCursorReply and I must confess that until now I don’t have a clear idea about how to access/work with this.

Trying to find a “GetCursor” until with “ContextSensitive” OFF doesn’t show any exposed method.

One way to “hack” the behaviour should be maybe assign a static statecontrol to it, but I think that should be another way to implement.

Any directions or advice will be greatly appreciated. :wink:

Thank you!

Still curious about an answer but, solved on another way since I could not get a static BlueprintImplementable because the virtual requirement…
Got my cursor widget to tick looking for a playercontroller on being created (looks like cursor is being now created before Controller, so I need to wait for it to get HUD access).
On get a valid player controller, gets HUD and bind a changemouse event to a Hud dispatcher.

I’ve noticed that this widget doesn’t scales based on ViewportSize (watched on PIE), but I guess this is easy to solve.

Thanks.