Hi. You have to get a PlayerController object (from your pawn or from somewhere else) and use it’s related nodes:
It will allow to adjust an input what you want. To allow only UI input you can use SetInputModeUIOnly. To return the game you have to use SetInputModeGameOnly. Also you have to set ShowMouseCursor property on controller to see a cursor. The best practice is to do all this things inside customized player controller and export only some functions from it to show\hide an inventory. Also you can handle input inside a controller - it allows to create a global functionality that doesn’t depend on currently posessed pawn (if you don’t switch characters it doesn’t mater)
Hmm… Sounds strange. Maybe your game lost capture and mouse is just blocked by the window edge? If it was you will still can turn around with keyboard arrows.
I think if found problem. There is some problem with widget… mean when I change visibility of hammer it working normal but is visible in game when Default button to open this widget in game is mouse right button so I have to press it once to choose something and duble to close so when I dubble click and widget is not visible I can only rotate with 90 degrese… What is the problem?
It might be related to enabling mouse cursor - please try not to enable a cursor and check this bug again. If it will remain it would be better to use SetInputMode nodes instead.
Well I disable the mouse cursor and I press right botton to show widget so there I cant press button but when I duble click right mouse button it is come back normal and I can rotate around character. Is it the problem with engine or blueprint?
I’ve just see that and I did that in functions. It is working. but when I press again right botton I can still see mouse but if I press left button the mouse is not visible and I can control player. This is blueprint: