Show mouse cursor Hijacks Mouse inputs. (Alternative to interact system?)

Hey, I’ve spent most of the day trying to figure these options out.

You’re essentially inside a big machine, So it’s basically a camera blueprint with about 100 objects (Buttons and levers etc), and It’s From a first-person perspective from inside.

- I need 2/3 events. Essentially cursor over start, cursor over end and clicked.

Show Mouse Cursor

So show mouse cursor makes sense. It works fantastically, and I can set it up with each object fairly easily. You can look around, And works as intended.

However, It hijacks all mouse input without holding a button. Which is awkward in an FPS shot game. I want to be able to freely look around and interact with stuff using the mouse cursor.

Linetrace

Line trace is the alternative, But this gets really messy and confusing.

I can’t seem to work out how to connect the events, and any attempt to get some sort of BPI_Interect system working has issues when essentially all the objects are in one blueprint.

I could theoretically go through over 100 or so objects and make blueprints for each, but…Oof compared to just holding down a button.

Anyone have any ideas?

you could go the other way and move the camera on tick based on GetHitResultUnderCursor

Oooo ok this is interesting. The camera is kind of already on tick, as I’m using line trace and managed to get hover system to work like this.

How would I set up get hit result under cursor?

is another node that basically does what you’re already doing, so what you can do is get a HitResult from your camera and your mouse and FindLookAtRotation and then RInerpt too it on tick

or you can use GetMousePosition/GetMousePositionInViewport and use some maths to see how far it is from the center of the screen and Add some rotation based on that, i use this for an RTS style Edge Scroll, but i lost my node which i was going to use as an example :rofl: