My UMG UI on use the setInputmethod GAMEUI or UI to get focus to a Widget it starts to display the cursor again (It’s set on PlayerController to EMouseCursor::None).
The issue is being caused because the mouse cursor is being set by the OS Cursor Settings (trough the method ViewportClient->GetCursor( )) without any query to the settings on the PlayerController. on the method FSceneViewport::OnCursorQuery( const FGeometry& MyGeometry, const FPointerEvent& CursorEvent )
When I forced the cursor back to ::None after pass trough ViewportClient->GetCursor( ) (near the line 332), the UMG widget stopped on get the OS cursor overlay.
Would be cool get some method to easily set the OS cursor to none or at least check what was assigned on PlayerController by us before “defaultize” the cursor.
If was already solved, disregard the info.