In UE 4.2.1, Event Graph: when flow is paused due to a breakpoint and flow is then resumed, the mouse cursor disappears. The reason is that focus reverts to the running model. This may not be a bug, but I would expect the focus to remain with the Event Graph where I’m currently working/debugging.
(By the way, is this general purpose UI adequate for reporting bugs? There is no drop-down for engine version, bug severity etc)
Thank you for your report. I will begin investigation into this issue as soon as possible. If I am unable to reproduce the problem, or I need more information, I or another staff member will follow up with some additional questions for you. Otherwise, I will post an ‘Answer’ once I have logged the issue in our bug database or we have a solution for it.
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I have been trying to reproduce this issue and not been having a lot of luck. My mouse cursor never disappears from the blueprint’s Event Graph. I’ve been testing in both an Actor-based Blueprint and the Level Blueprint.
If this is still an issue for you can you please give me exact reproducing steps using a sample game type from the engine.
I too found it hard to reproduce - I have a knack for uncovering edge cases. Here’s a few steps to try which leads to the missing mouse cursor:
Launch Editor (maximized)
File > New Project > Code Third Person > Create Project (no need to open VS)
Content Browser > Blueprints > MyCharacter > Graph > Event Graph (make visible but not maximized; show both Viewport and Event Graph)
Toolbar > Play
Move mouse into Viewport and left click (mouse disappears as expected allowing game play)
Move invisible mouse cursor to your opened Event Graph window and left click (mouse now appears allowing you to debug MyCharacter template which is showing orange border to indicate simulating)
Put a breakpoint on the Event Tick node (model should immediately pause but sometimes does not - not sure why)
Remove breakpoint (model still paused)
Toolbar > Resume
The mouse should now disappear because control is passed back to Viewport, allowing you to move the mouse and look around the world. This is ok when the two windows are showing because the Editor gives you feedback as to which window has focus. But lets add an extra step, say 7.1, where we maximize the Blueprint window. Now when the mouse disappears there is no feedback telling me where the mouse is located.
I tried these steps with another project and another node which was not the Event Tick node and I was unable to reproduce the problem. So start by reproducing exactly my steps and hopefully you’ll get the same result.
Thank you for the great reproduction instructions and I was able to “sort of” reproduce, but to make sure I can input this request correctly I wanted to make sure I knew some things about how you are running the editor. Do you have one or two monitors? And in Editor Preferences >> Level Editor >> Play >> Play in Editor >> Game Gets Mouse Control, do you have this checked or unchecked?
Ok, so I believe I have narrowed down the bug to a single monitor usage issue. I am able to reproduce the first mouse cursor disappearance when you click in viewport but I can never get the 2nd mouse disappearance to occur on my machine, but I believe this has to do with running two monitors. I am going to be testing this specifically on a single monitor system and assuming it reproduces I will be submitting a bug report, but in the meantime, you can always press SHIFT-F1 and the mouse cursor should always reappear.