Shift + F1 in packaged project does not release mouse

Hi,
I have a Third Person Camera that I can move with the mouse around my Character (Pawn). I can press Shift + F1 to release my mouse and do other things with it.
Now, when I package my project (Linux), the Game takes ownership of the mouse and does not let go; I need to to ALT + TAB to gain some control of it (while the Game is still receiving the mouse input). What I want is to be able to get access of the mouse and be able to control focus of other Programs (windows) without the Unreal Game still reading the input; again, this shows ONLY in the Packaged version, when I run in Editor mode, everything is fine.
How do I solve this?
Thank you.

I dont know if this is what you are looking for but there are nodes called "Set Input Mode (e.g. “Game” or “UI only”).

There is also a node called “show mouse cursor”. You can call it from your player controller and set it to true.

That’s default packaged behavior. ALT-TAB is all you have once packaged. As UnhingedGoon says, you can release the mouse within the UE window, but that still wont give control back to Windows.

By the way, I tried the Unreal Engine example “First Person Shooter” in which the mouse controls the “look around”, and same problem exists, Shift + F1 releases the mouse when running on Editor, but on Packaged Mode does not.

Like I say, it will not release the mouse. That is editor behaviour… :slight_smile:

I added the functionality in the attached picture to my level blueprint. I can “escape” the mouse control and re-gain it, but I cannot give it back to the game :frowning: how do I achieve that?

see attached

[key press z]->[Set Input Mode Game Only]
[key press q]->[Set Input Mode UI Only]->[Set Show Mouse Cursor]
I added the above functionality in Level BP. I can gain Mouse Control (for UI) but I cannot give it back to the Game… what am I doing wrong?

I have almost exactly the same thing, except I use SetInputModeGameandUI, then back to SetInputModeGameOnly. That works for me.