The way my game right now for selecting the current player skill, is to hit a toggle button, which pauses the game, shows the cursor and brings up the menu to show selectable skills. I want it to be quick to select a new skill, so I dont want to have buttons and such, and I assumed that this method would be easier than setting up 10 Input action events, or hard coding the actionbar for 0-9. I’m also liking not having a visible actionbar cluttering up the screen…
I’m currently using Get Mouse Position Scaled by DPI, saving the current X position to a variable, then comparing the mouse position to that initial position to determine which skill gets selected. But, if my player turns right a bit, and I toggle the menu, My mouse position is now way off to the right, so I cant go outside of the viewport, (and if I do, next click loses focus of the game). Which doesnt allow me to select skills to the right of center.
I cant find a way to get the cursor to wrap, although I did find a feature request that got put in back in 2014. I tried using the Mouse X Axis, but it seems that gets disabled when the game is paused, or when the input mode changes? And I cant find a way to set the mouse position back to 0 when I activate the menu. This is all blueprints by the way, so no c++. Any ideas?