Hey, . It always returns false for me no matter where mouse is. It returns false even in Fullscreen mode.
UPDATE: I added some logging check for every part of if statement in UGameViewportClient::GetMousePosition(FVector2D& MousePosition)
:
if (Viewport && bMouseOverViewport && FSlateApplication::Get().IsMouseAttached())
and yes, the only one that’s FALSE is bMouseOverViewport
. It’s strange because it’s false even when I’m hitting my buttons inside viewport so I’m sure mouse is in it…
UPDATE 2: I just downloaded and compiled latest 4.5-branch and function works. I forgot to mention that I made a small edit in source code in WindowsCursor.cpp
which loads my custom .cur files (which works perfectly and mouse style changes). So it gives me 2 options why it returns true in fresh build and false in older one:
- it has something to do with latest commits
- it has something to do with my edit
I’ll continue research and see.