Thanks @xi57.
How have you achieved to display the mouse in 5.1?
I continued today and didn’t really come far: I can show the mouse now as I wanted to. A bit hacky but the current implementation leaves me no choice. I had to execute the commandline command in the blueprint to forcefully show the cursor.
Like this in the BeginPlay
of my GameMode
.
Not pretty but this works.
To my double click issue: I haven’t really figured out yet why the engine and commonUI for that matter sometimes lets the input through and sometimes not. I have trouble to debug it since any breakpoint in that chain is triggered by my first click into the Editor Window … so that is kinda cumbersome.
I mean the thing is CommonUI was designed for Menus in Fortnite and was also used in Lyra for this usecase. I feel like fighting against a rigid framework, which intent is currently not to be used in game.
I would love to have the keys automatically shown and the select and hover state and stuff, but maybe I end up scratching CommonUI for now and build my own crappy UI base component … in the end its just a button … right?