Show Mouse Cursor Not Consistent

I have a simple problem, which hopefully has a simple solution. Below is a simplified version of a widget system; all I require is for the mouse to appear when called by a gamepad input.

If I pressed “T” on the keyboard, everything works as needed–the widget appears, the mouse cursor appears. If I press Gamepad D-pad Up, the widget and print string appear, but the mouse cursor doesn’t. Only after moving the mouse or pressing a keyboard key will the cursor appear. The idea is to use gamepad only, so needing to touch the mouse (or keyboard) then go back to gamepad doesn’t work for the real thing.

I suspect the mouse capture can’t happen without the system receiving mouse (& keyboard) input, but does anyone know any way to get around this?

Hello @Infant_Zero,
I assume you’re using UE4.x. Based on what I’ve been researching, and if I understood it correctly, in that version the support for gamepad + mouse cursor wasn’t fully implemented yet. I’m leaving a post here where they explain how to work around this issue.

In newer engine versions this is already resolved, and using the exact same logic the mouse cursor does appear correctly when receiving gamepad input.

It should also work if you open the console and run the command:
CommonUI.AlwaysShowCursor true

Hope it helps!

Brilliant, many thanks; that worked.

Odd though, I’m using 5.4.4; so, I’m not sure why my version/copy isn’t supported natively. Thanks anyway.

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