Please add custom hardware cursor support

Heh, I wish. It’s never that easy; we need to minimally

  1. Merge It
  2. Test It
  3. Document It

Additionally the problem is that the solution provided is incomplete. What’s provided is awesome and it’s fine for a helpful bit of code on the forums to unblock some users, but it’s missing these vital completeness factors,

  1. Address cooking/deployment. (Probably also involving some kind of editor UI / Editor Import step)
  2. Fixing it so you don’t need custom assets to be made for each platform using custom 3rd party tools.

We could probably live without 2, but 1 is pretty much a must have.

Additionally if you’re good enough to use the C++ as is, even if it was integrated by us, you don’t need us to integrate it. It makes your life easier, but at the end of the day it would never stop you from making your game because you can just as easily merge the code yourself. Without us doing 1/1+2 though, it would definitely stop someone who doesn’t have the skills needed to integrate or even use the C++ code, even if we integrated it.

Like said, we want to add the support but we need the Demand, Complexity, Resource and Value equation to be balanced to bang it out as an officially supported thing. Which may happen soon, but probably not tomorrow.

Thanks for this detailed answer, Nick!

seems like demand was always here, so i really dont understand why thats takes so long to implement must have feature.

Time for another round :slight_smile:
Any news on this issue, guys?

Hey guys, are there any news on this matter?
The original posting dated from April, that’s more than half a year now :frowning:

Custom hardware cursors would be a nice christmas gift :stuck_out_tongue:

Or maybe anyone could write a plugin for this and release it on the marketplace?

Plugin won’t solve it. There are baseline changes needed to the platform layer, as well as a host of changes to what we cook.

That one time, the list I had reached into 2018…

I feel this.

Just want to say, I need custom hardware cursors :frowning:

In a RTS the cursor is usually used to indicate what actions the currently selected units can do, based on where the mouse hovers. So the cursor tells the player “they can walk here”, “they can attack this” or “they can do nothing here”.

I think there is really no alternative to this. If you know any, please tell me. I don’t wan’t to wait another year until I can implement this, since it’s such a basic thing.

Just found this:

Unity did that in 2012. We now have 2016.

Welcome to the club :slight_smile:

Bump :slight_smile:

Yes, It is getting frustrating, I am waiting for long time too. It looks like that this will be first feature which forces me to use source version of engine.

Posting here to +1 the desire for this feature.

I don’t feel as emotionally invested as the other people itt do because I’ll probably never actually make anything good with the Engine… but it’d be really really cool to have so that RTS stuff would look prettier.

So… This thread has been started over a year ago.
Dear Epic, is there any we will see hardware mouse cursors before UE 4.20 or something?

Would be awesomely terrific :slight_smile:

Cheers!

Still no hardware cursor…
Epic Games, please add it!

Since there is no such thing as a “wetware cursor”, I guess will have to vote for a hardware cursor instead. :confused:

Meh…

Any news on this?

There is a that hardware cursors will exist before 4.20

Hey Nick… lol… btw I have one related question. Yesterday I was playing with assigning widgets to cursors in project settings. How these work ? Do they have same latency as hardware cursors ? For me it looks like they are a bit more responsive than manual cursors created and attached in UMG or HUD.

Is using these cursors what you suggest to RTS game devs ?

Awesome :slight_smile: