I’m developing a point-and-click game, and have so far had success with simply enabling Show Mouse Cursor and Enable Click Events in my PlayerController. However, I’d like to have a future-proofed system for cross platform and potentially control remapping. The obvious path forward for that is to use Enhanced input, but my concern is that I have functionality that triggers off of mouse events. Is there a way that I can use Enhanced Input to both move the mouse cursor and send click events. I’ve been unable to find any way to forward inputs to the existing mouse input system. This is a C++ project so any solutions involving code are fine. Thanks in advance!
The mouse interface settings in my player controller:
These events are fine and future proof. They are not a part of the legacy, deprecated input system.
However, if you wanted to switch to EI (to have much more control over how things respond, and remap or take advantage of extra features it offers), you’d implement the mouse click Input Action in the Player Controller and perform your own trace instead of the one the player controller does for you atm., and pair it with an interface to communicate with the actor the trace hits.
Same goes for the Cursor Over event, you’d need to Tick GetHitUnderCursorByChannel/Object → message the hit actor / component.
Oh, glad to hear they’re not part of the old input system. That Click Event Keys array looked so much like the previous system I just assumed it was still using it. I probably will take your advice and switch over to Enhanced Input anyway though. Thank you!