Mouselook function stops working after clicking mouse button

I want to have the mouse cursor visible the entire time in my game. In addition I want to use mouse cursor movement to control rotation of my character. The problem i run into is that when i start my game in Gamemode or game and UI mode with the cursor visible, at first everything works as expected, but as soon as i click with either mouse button the mouseview function to rotate my character stops working normally. Instead of rotating by just moving the mouse it NOW functions by clicking and dragging the mouse to rotate.

From my understanding is that when i click it is changing from game mode to UI mode and going back, therefore breaking mouselook. But i dont understand why clicking a button on nothing is changing the game mode, or why when it is set to game and ui mode it doesnt stay in that mode.

Ive read that some just make there own custom cursor and mimc the xy input values to get around this, or maybe on tick i could force game and ui mode every tick…but both those seem brute force work arounds to what should be a simple issue/design request.

Is there a way to ALWAYS have mouse cursor show and be used to change characters rotation without clicking/interacting breaking it?

Hi @bchohertz You should be able to do this as a default thing until you decide to do a custom cursor.

This will let your mouse cursor be seen until this is set to false.

Hi, yes I already have that. I can see the cursor the entire time, that is not an issue. The problem is that if i left or right click, anywhere on the screen (not a widget even) the mouse look function stops working properly. It is acting as if i clicked on a widget and shift to UI only mode. But i didnt click any widget, and i have it set to Game only mode.

Do you have any UI/UMG that are covering the full screen at all? If so you could look at the behaviour settings on those UMG widgets to see if you can sort something out with those. Feel free to upload a video showing more what is happening and any blueprint you have so we can help troubleshoot

No I dont have any widgets covering the whole screen, just some off to the sides. Unless you consider the default canvass panel which is full screen, but i have not made any modifications to the default blank canvass.

I just made a new project using 3d person shooter default profile. All I added was the nodes below and the problem can be replicated. Camera rotation works when first starting but if i click, camera rotation no longer works by just moving mouse.