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In PIE games, it looks like this may be caused by the window immediately taking control of the mouse and setting up focus.
In networked games, clients call ULocalPlayer::SpawnPlayActor which will create a default APlayerController (unless otherwise configured). This later gets deleted, but may have previously set focus.
EXPECTED: Before and after the release mouse capture function is called, the camera does not change unless you grab the left virtual joystick.
ACTUAL: The camera changes and tracks the mouse before the release function is called. After the function is called, it works like expected.
UCLASS() class UMyClass : public UObject { GENERATED_BODY() public: UMyClass(){} UFUNCTION(BlueprintCallable, Category="Mouse") static void Release() { FSlateApplication::Get().ReleaseMouseCaptureForUser(0); } };
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-39681 in the post.
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Component | UE - Editor - UI Systems - Slate |
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Affects Versions | 4.15 |
Created | Dec 12, 2016 |
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Resolved | Jun 21, 2017 |
Updated | Sep 16, 2019 |