Where do I set class defaults?

Where do I set bShowMouseCursor in the PlayerController class such that my game properly uses it? I know I’ve properly setup the game to use MyPlayerController after testing with a debug msg, but I can’t seem to get the mouse cursor to hide in-game (nor click events to register).

From MyPlayerController.cpp :
#include “MyPlayerController.h” AMyPlayerController::AMyPlayerController() { bEnableClickEvents = true; bShowMouseCursor = false; }
From MyPlayerController.h :
#include “CoreMinimal.h” #include “GameFramework/PlayerController.h” #include “MyPlayerController.generated.h” /** * */ UCLASS() class BIRDGAME2_API AMyPlayerController : public APlayerController { GENERATED_BODY() public: AMyPlayerController(); };
reference post: On mouse click event won't work - Blueprint Visual Scripting - Unreal Engine Forums

We use this function in the Base Player Controller specifically to show/hide the mouse cursor. It is called whenever the PlayerController changes state. For example the player was walking and then brought up a menu. Or another example, the player changes what pawn they are controlling.




/**
* Show/hide the Unreal mouse cursor.
*/
void ABasePlayerController::UpdateMouseCursor()
{
 PlayerStateType stateType = GetCurrentPlayerStateType();
 LOG("ABasePlayerController::UpdateMouseCursor() %s", *GetStringForEnum(stateType));

 // never allow click or mouse events for unreal actors or components
 bEnableClickEvents = false;
 bEnableMouseOverEvents = false;

 if (GetWorld())
 {
  switch (GetCurrentPlayerStateType())
  {
   // paused - UI only
   // interacting - game and UI
   case PlayerStateType::PAUSED:
   case PlayerStateType::INTERACTING:
   {
    FInputModeGameAndUI mode;
    mode.SetLockMouseToViewportBehavior(EMouseLockMode::DoNotLock);
    SetInputMode(mode);
    bShowMouseCursor = false;
    DefaultMouseCursor = EMouseCursor::None;
    CenterMouseOnScreen();
    break;
   }

   // walking - game only
   case PlayerStateType::WALKING:
   {
    FInputModeGameOnly mode;
    SetInputMode(mode);
    bShowMouseCursor = false;
    DefaultMouseCursor = EMouseCursor::None;
    break;
   }

   // main menu - UI only
   case PlayerStateType::MAIN_MENU:
   {
    FInputModeGameAndUI mode;
    mode.SetLockMouseToViewportBehavior(EMouseLockMode::DoNotLock);
    SetInputMode(mode);
    bShowMouseCursor = true;
    DefaultMouseCursor = EMouseCursor::Hand;
    CenterMouseOnScreen();
    break;
   }

   // spectator - game only but show mouse
   case PlayerStateType::SPECTATOR_PAUSED:
   case PlayerStateType::SPECTATOR_FIRST_PERSON:
   case PlayerStateType::SPECTATOR_THIRD_PERSON:
   case PlayerStateType::SPECTATOR_FREE_ROAM:
   {
    FInputModeGameAndUI mode;
    mode.SetLockMouseToViewportBehavior(EMouseLockMode::DoNotLock);
    SetInputMode(mode);
    bShowMouseCursor = true;
    DefaultMouseCursor = EMouseCursor::Hand;
    CenterMouseOnScreen();
   }

   default:
   {
    LOG("ABasePlayerController::UpdateMouseCursor() invalid state type: %s", *GetStringForEnum(stateType));
    break;
   }
  }
 }
}