Does it also happen when you set the widget component to no Collision:
Tried this as well. No change in behaviour.
What does the PC says when they Tick it?
Where should be this done? In the Computer Blueprint or in the Screen Widget?
Also, I can only get Show Mouse Cursor, if context sensitivity is disabled, therefore it needs a Target too.
Like this it prints constant āfalseā. This is in the widgetās tick. And it also prints constant āfalseā in the ComputerBP as well.
Here is a video as well:
Also, this might be a long shot, but another problem I have, which prevents me to build my game is this error message:
LogInit: Error: Failed to load cursor āC:/Users/MyUser/Documents/Unreal Projects/Game_2024_v3 5.4/Content/Noneā
LogInit: Error: Failed to load cursor āC:/Users/MyUser/Documents/Unreal Projects/Game_2024_v3 5.4/Content/Noneā
Havenāt been able to fix that problem either. Based on googling the topic it has something to do with the Hardware cursor etc. Just thought to post this here too. No idea if these two problems are somehow related.
Well, I wasnāt, but after some googling I did a custom cursor in Photoshop, made a folder called Slate into my Unreal Engine project and put the path there. Now, the error (and many other errors) are gone, when Iām trying to build.
Now thereās only one error (last two lines of the Output Log after trying to build are like this:)
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Error
So Iāve got the solution to this problem. My friend, who is a software engineer created the same kind of blueprint and widget into a clean project, and he had the same problem. In fact, he was not able to recreate the system without having the same issue (mouse cursor showing up and not being able to hide/disable it and if it is being pressed, all the other keybinds gets disabled).
So the fix (or a workaround, if you want to call it that) to this problem for me was (thanks to my friend who figured this out):
The Set Input Mode Game And UI and the Set Input Mode UI Only nodes were the problem, as I said in my original post, that Iāve troubleshoot the problem to be that or the widget itself. And the fix was to replace this node with Set Keyboard Focus node in the Computer Blueprint and add a branch check to Left Mouse Button in the Screen Widget, which if IsTrue it sets the Set Keyboard Focus which target is again the Multi Line Editable Text Command. Instantly after this change was made, the cursor didnāt pop up no more and the widget was not clickable anymore (It didnāt disable keybinds anymore when mouse1 was pressed).
Here is a screenshot of how it is now, when itās working as it is supposed to in the Computer Blueprint:
And here how it is in the Widget:
The IsActive boolean is set up True in the Computer Blueprint when it is being accessed (as shown in the picture above), and False in the Screen widget when the player doesnāt control it anymore. Thatās it. This has fixed the problem.
Extra: When the mouse1 button was pressed down before the fix, the player character rotated around. After fixing the main problem, it continued to rotate constantly when mouse was moved, but by replacing the Disable Movement node with Disable Input node, it was also fixed.
I will mark this topic as solved, in case someone faces the same problem and happens to find this.
PS. If I remember that Iāve missed something here Iāll come back to edit this.
Edit. this might be a bit hacky way for some, since it might not be ideal for all cases, but for me this works well, considering that I had tried literally every other option possible. So if disabling a problematic mouse input (mouse buttons) in a specific widget where I donāt need them is the only way, then so be it.
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