I don’t have an inventory blueprint per se… Here’s how this is all setup…
Custom HUD blueprints always draws a belt at the bottom, and when in inventory mode, draws the full inventory:
(Nothing funny going in the macro or draw functions, simple calls to Draw Texture Simple)
Custom Character blueprint handles all input:
Camera/character control is pretty standard, simple calls to Add Yaw/Pitch and Add movement
Custom Player Controller only has 2 functions, nothing else:
That’s practically ALL my blueprints stuff… The only thing that affects the mouse in my code is the changes to Show Mouse Cursor… I don’t do anything else than that.
When I first launch the game, everything works fine, but as soon as I do ShowMouseCursor(false) and ShowMouseCursor(true) in succession, the mouse becomes restrained to the window and limits the range I can rotate the camera.
If I do the toggling with space bar (both space bar and right-click are assigned to the ToggleInvMode input event), then I completely lose input events after going back to normal mode, until I click in the window (I don’t see the mouse cursor either, just have to click to re-enable input)