In UE4, using this node, then using bShowMouseCursor and setting it to false would still cause the mouse to still show up on the screen.
Was this a functionality change in UE5? This is causing issues as we use a plugin called UINavigation which requires SetInputModeGameAndUI to be called in order to fire the events properly when using a controller.
So I do have switch between SetInputModeGameOnly and SetInputModeGameAndUI.
Thanks,
Darinius