I added a video to help understand the problem.
As shown, after first button press the vector will set these values everytime i press again. I move the mouse around there btw, you just cant see that in game.
Unless im mistaken, the mouse button should not do anything, because there is no call for a button press its only tick connected to that node.
Hey there @Userofunreal! Welcome to the community! Could it be related to the mouse locking functionality? I can’t seem to replicate this on Windows, so I’m thinking the mouse capture function is probably causing it. Let’s devise a test.
Thank you @SupportiveEntity for your help.
I copied your code, and while holding alt (option key) the issue does not happen. But, only as long as i hold it down
May you please help me to understand what is this mouse lock and why is it present in such way in unreal ? (is it something epic should solve in an update?)
So my hypothesis is that the differences in how the OS (or how unreal handles) the locking of the mouse to the window. I was taking a look into the source to identify if there’s a clue to the disparity but have been unable to find it.
Does the Convert Mouse Location to World Space node do the same? (would need further processing for your use case but this might help determine if it can be worked around)
Ahhh unfortunately in this case, I’m not sure of a workaround. Does adjusting these settings change how the error presents? It’s unlikely but if it changes at all, we may have a foothold to work with.
Yes that causes more than a couple of issues, especially when it comes to multi-monitor setups or playing in windowed modes. Though it does tell me that we were correct in assuming that the locking is what’s causing it. Though if that was the only setting that changed the behavior, we won’t be able to use it as a workaround.
Mouse locking is meant to keep the mouse inside the client as well as keeping it centered on a location and translating the movements to the application.