Mouse Axis Input Fix?

I am trying to print the location values of my mouse position in viewport when I move my mouse, but it only prints if I also press a mouse button down. It works how intended until I click on the game window and then the mouse axis inputs stop working without other presses unless the cursor is hidden… I have been trying to make my own cursor but I can never get it into the correct spot or anything properly like the normal cursor does naturaly…

I found a potential fix, but I am a blueprint only coder and have absolutely no idea how to even remotely implement this.

Is it possible that anyone knows an easy work around that I simply missed , or how to make this fix into a plugin or something for blueprint that you can use as a node to fix or something? Pretty please. I an desperate to fix this issue, it keeps ruinining my progress and motivation… Can’t figure this out no matter what I try… Just stuck on this every day all day…

I only checked to confirm this one solution - there may be others - but you could try this:

There is a permanently free blueprint library called Low Entry Extended Standard Library. It has a node to return mouse position here:

I just double checked that it works without requiring any mouse down events. It also has some notes which could be of interest if you are trying to tackle a c++ solution:

It’s got lots of goodies I use all the time so grab it anyway if you didn’t already have it :slight_smile:

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tat making my own cursor thing is just the alternative work around I was initially trying, preferable to fix the core issue if possible. But also, it is not the get mouse position thing that is the problem, but that I am trying to read that information and all that only when I am moving the mouse, but the games mouse axis input does register unless the cursor is hidden. Trying to figure that issue out the most.