so im standing infront of a dilema.
here´s the thing:
i want to press esc to open the menu without the character moving in the background, then press esc again to close the widget.
i added the button, gave it a loop, A opens the wiget and the mouse, B closes the widget and the mouse (more or less) BUT the character was moving.
soo
i added “set input UI only” and the character stoped moving
but
now i can´t close the widget anymore. i tryed adding “set input game mode only” in case of B.
but thats not working.
You may also need to enable isFocusable flag inside of the Game Menu widget for this to work.
When it comes to mouse visibility, you can handle it via the controller - Get Player Controller → Set Show Mouse Cursor.
Widgets, however, override this setting and force the cursor to appear by default. Each widget controls it separately, though - there is a small hidden tab in the Behaviour panel of each widget. This will allow you to individually control cursor behaviour over every single one of them:
ok ive “set input mode to UI only” back into the level blueprint again and your suggestion is working.
but. i have to click onto the widget befor it can disapear and my mouse is still visible.
do you have a solution for this? im guessing this would be a more complext matter to solve at a later state.
i marked my main question as solved “closing the widget”
but your solution that solved my main problem, brought up some issues.
i do not wish to see my mouse in the game. i only wish to see it in the menu.
i used to have a solution for this. “flip flop”. but that is now gone with your solution.
i am creating a first person shooter. this should give more sense to the topic.
this is my solution since the widget apparently has its own cursor.
“Widgets have their own cursor control and you get to choose whether to show the cursor or not.”