I am in 1st person template, and I turned on the ability to use a mouse and I have a couple questions about it.
I now have the mouse pointer and now I must right click and hold to spin around. This is fine as that is what I wanted it to do anyways, but I can’t find where this functionality is setup in any of the blueprints for this action. Can someone point out where I can find this in the blueprints or settings?
Also when I right click and move the mouse to spin my view, the mouse is visible still and it moves right off the window and onto my other monitor, which I don’t like. I would like to have two things happen when I use the right click option.
I would like to hide the mouse pointer, or just turn it off all together.
when I release the right mouse button, I would like the mouse be reset to the center of my screen and be make visible again.
Get Controller > Cast to(your player controller) > drag from that cast and you’ll get everything available for mouse cursor. I dont know if you can set mouse position with what is available in the editor but Rama’s plugin has a BP node to get and set mouse position that you may want to consider.
Thanks for the info. I got the mouse disappearing and reappearing now, however I have a strange bug. When I release the right mouse button and the mouse reappears, however it is spinning my view as if I was still right clicking.
I didn’t set anything. When I turned on the option to use the mouse, that functionality for the mouse just worked without me doing anything. Which is why I wanted to know where the setting were so I could change them.
Thanks, this works perfectly. I did have to make one small change in the character controller though. I had to turn off the option ‘Consume Input’, otherwise nothing happened at all.
I still have the issue of the setting the mouse location. I tried the plugin package you suggested, and that works fine. However, it turns out that it can’t be compiled if you are using blueprints, it can only be compiled if you are using a C++ template.
Is there any why to set the mouse location other then using that plugin?
Yeah, Epic is aware of that issue with plugins and they are going to fix it eventually, but i dont know how else you can set cursor location if you need to package the game before that happened. :\