Why my mouse is clicking with an offset at certain distance?

Hello there!
I’m making a game where I need the player to use the mouse click to solve some puzzles, but every level I create in my project the mouse click behaves oddly. It seems that after certain distance the click offsets from the mouse pointer.

Here are some images of my tests and my blueprint workflow for this line trace.

Anyone knows what could it be?

I’ve run into something similar, It seemed as though the convert mouse location node was bugged, there is another node called Convert screen location to world space which worked for me.

What happens when you increase the multiply distance to 10K?

Hello, TheFXGuy! Thanks for the quick response!

I tried with the convert screen location, but it wont work as well :(. I’m thinking that might be a bug at some project setting or file that relates with the mouse click, but I can’t figure it out unfortunately :frowning:

Here are the new test pictures.

Hey, TheFxGuy!

If I change the multiplication to 10k it only changes the distance between the player camera and the hit point, but the offset keep showing up.

I have the impression that is something inside the project settings or something more global that is causing this, but I really don’t know what setting can be. It looks like it is calculating wrong the conversion from screen to world.

Is there any global setting that can affect this? Or can it be a bug?

The only real difference between the way you’re using this and what I’m doing is that I use it for a click drag selection so I am on click storing the world position and world direction in a variable. The first trace locks my starting click and the second one is tracing on tick. The variables do not reset until I let go and click again. See screen shot

below.

Hey, TheFxGuy!

The “aspuzzleplayercontroller” is a variable for the player controller in your blueprint?

Here is a video I made to illustrate more precisely what is ocurring at this project. The test was made in a blank level, only with the standard assets that come at any blank level with a basic directional light.

link text

One thing I noticed is that when I create a new project from scratch and migrate only my player character the mouse click works fine in this new project. That is why I think there is something more global creating this oddly behaviour.

Unfortunately, when I try to migrate every asset of this project to a new one, only 20% migrate, the rest stays at the old project, so migrating isn’t working for me as well :frowning:

Hello,

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Thanks

Hey, yes it is, the network you’re looking at is a collapsed network within the event graph of my player controller. I’ve heard casting is an expensive task and can pile up so if you’re going to be using it a lot within a blueprint its best to do it once, store it as a variable and then reference that instead so that it doesn’t need to recast each time. This network is pretty large and makes frequent use of the player controller and game instance so both are cast to variables on startup in the main event graph.

If you have discord I’m happy to take a look at the setup a bit later. Can just add me “Redbulls” on discord and shoot me a message.

Hey, TheFXGuy! Thanks for the support!
We found an alternative way to deal with this problem. The bug persists but we used the inverse way. It’s not perfect, but it works. We converted the 3d assets to the screen, because the problem is occurring at the mouse to world location conversion. The mouse location at screen is working perfectly, but when converted to the world location gives the offset.
Still, I will report this as a bug and keep this topic if someone, or our team, finds a solution to post here :).