Hello. I have this problem with my game when I access a widget through a Set Input Mode UI Only -node, where as soon as the widget is being accessed the game shows the Windows cursor that I can then move. However, if I click with mouse during this anywhere, all the controls gets disabled, mouse disappears and I can no longer do anything, except force quit the game. The game doesn’t crash or freeze, but the controls just stop working. I am using the UE 5.4, but the same problem has been at least since the 5.3 version.
The main problem that I have is that I do not want the cursor to pop up in the first place. I just want the widget to be controlled without any cursor.
For two days I’ve been trying literally everything that I could find in the Unreal Engine forums, YouTube etc. I have probably tried 20 different things.
Using the Show Mouse Cursor -node, with the tab unchecked I have tried, it doesn’t do anything. I have tried changing mouse settings from the Project Settings. I have disabled cursor from the widget and all of it’s submenus. Nothing works, and based on my search this seems to be a really common problem. I have troubleshoot the problem so that I know for a fact that it’s either the Set Input Mode UI Only or the widget itself, or both that is causing this problem.
Here is a gif of what is currently happening:
And here is the Blueprint that takes control of the widget:
And in the widget itself everything is set up like this:
Again. I want to access my widget by having able to control it with my keyboard, and I want to disable the cursor. On top of that, I do not want the keybinds to stop working when I click somewhere with my mouse. When I exit the widget in-game, everything goes back to normal and the cursor disappears (as shown in the GIF).
Have the widget return Handled on click, this will prevent focus pass to the Player Controller. When it comes to cursor showing up - every widget can handle whether to and what cursor so show. Set it to None for the widgets that should show no cursor. Is that it here:
Does this Print? As in, you’re using a Widget Component, right? For it to detect input you’d need Hardware Input enabled on the component. Can you confirm?
Gotcha. I found it, and it was not enabled. However, I enabled it and tested the game, and still same results, no changes to what was happening before.
I feel the controller gets confused. Perhaps we cannot dictate cursor visibility since the controller has no idea what is happening to the mouse (UI Only Mode)? With no Hardware Input and focus sitting with the text box, the other widgets can’t see the cursor as well…
Could you test whether you’re getting the same result in Game and UI input mode?
Yes, I have tested this also. And in fact, it is like this currently as well, Set Input Mode Game And UI is the current version. And again, no difference, same behaviour.
It is set up as Capture Permanently Including Initial Mouse Down, but I tried changing this at some point, so I don’t remember if it was like this by default or if I changed it at some point from the No Capture.
Yes, I changed the settings as you showed in the post above, no difference. Also, I have double checked that any other BP isn’t modifying cursor visibility.