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    Mouse pointer not visible in pixel stream client

    Hi,

    I'm experimenting with the pixel streaming plug in in 4.21. I'm testing it locally on separate computers, one runs it and another one is the client. I can start the app and run it in Chrome, no problem. But I can't use the mouse cursor and therefor I can't click on any buttons in the app. Once I start playing the cursor disappears and this pop up shows:

    Click image for larger version  Name:	ESC-cursor.PNG Views:	1 Size:	98.0 KB ID:	1599937

    When I press ESC the cursor appears but as soon as I click anywhere including on a button it disappears again.

    I made a (different) version for touch screen and it works fine on a tablet without a mouse. I can touch the buttons and they will work as expected.

    Anyone knows how to use a mouse in a pixel streamed project?
    www.s-dot.de/viz
    ArchViz User Interface :: UE4 Marketplace.

    #2
    When you play your packaged application locally, is your mouse visible?

    The player.html page has a couple of options for mouse cursor handling. The default one, LockedMouse, does what you're describing. However, normally, after you've clicked on the player widget, the cursor doesn't disappear entirely. It may be that if the cursor isn't visible locally in your packaged application, it also won't be visible in the remote viewer widget.

    You could also try changing the control scheme to HoveringMouse. In this case the cursor should remain visible, but won't be locked to the boundaries of the player widget. See the controlScheme option in the docs here:
    https://docs.unrealengine.com/en-us/...erinputoptions

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      #3
      Hi Ro-Su

      thanks for your answer. It works fine when I play the packaged application. The mouse cursor is hidden when the player is in full screen mode and all widgets are removed and it shows up again once a widget is on screen. I am using the "Show Mouse Cursor" variable and "Set Input Mode..." blueprint nodes.

      It doesn't translate over to the player web page though. It seems that hiding the mouse cursor is driven in the player.html page and not through the application itself. Anything set in the app will always be overwritten by the player.htm page. Even if I never hide the cursor by removing the blueprint nodes or if I set the "show mouse cursor" variable to be always ticked the cursor always disappears.

      Do I have to send a java script to the player.htm from the app to show (and hide) the cursor? I never worked with java. Could you show me how that would be done. I find it hard to understand the documentation about the player web page. I just don't have any experience with programming in java. Cheers.
      www.s-dot.de/viz
      ArchViz User Interface :: UE4 Marketplace.

      Comment


        #4
        Hi,

        I made a custom cursor, a red circle to troubleshoot.

        I noticed that the first time you click on the page to play the application, the mouse cursor gets moved to 0,0 which is the top left corner of your screen.

        I set the cursor to be in the middle of the screen at begin play, but it's not reliable. Sometimes it gets reset to 0,0 anyway.

        I thunk that confirms that it must be the web page that is resetting the cursor.

        Comment


          #5
          Hi,

          is there any new information regarding this problem?
          Because the only work around so far has been to use 3d Widgets. It can't be the case that the 2D UMG UI isn't useable with Pixelstreaming.

          Comment


            #6
            Originally posted by Tyrus86 View Post
            Hi,

            is there any new information regarding this problem?
            Because the only work around so far has been to use 3d Widgets. It can't be the case that the 2D UMG UI isn't useable with Pixelstreaming.

            I've been looking into this again and it seems the app runs fine now with mouse control. It seems that the app switches between UI and gameplay now. So clicking on a button will trigger that button and clicking and dragging somewhere else will move and rotate the player around the scene. I have a "mouse move" option where a target appears on the floor wherever I point the mouse and clicking will move the player to that target.

            What I am struggling with at the moment is using a touch screen interface. I can use the buttons but I can't move by clicking on the target. There is no widget where the target is, just a decal on the floor. But just touching the screen somewhere could be interpreted as a mouse click?? - Or maybe I have to create an invisible widget that follows the mouse on the screen. Anyone reading this has an idea how to enable pixel streaming on a tablet without using the virtual controls? With some sort of target move similar to VR controls?

            I am looking into the html player page now. Maybe the switch between UI and gameplay (for touch) can be triggered there?
            Last edited by S-Dot; 11-22-2020, 11:48 PM.
            www.s-dot.de/viz
            ArchViz User Interface :: UE4 Marketplace.

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