Buttons capture the mouse by default, that means that no input events are traveling to other widgets, including the viewport which forwards mouse information to the player, which is what PlayerController.MousePosition is reflecting.
The only way to avoid this is to not use a widget that captures the mouse, which would for button mean changing the click behavior to be precise click, or on down...etc. Conditions that wouldn't require capturing the mouse for multiple frames.
If the user clicks a button and does not release the mouse button, the mouse position will no longer update until the user releases the mouse button that is being held down. This could cause issues with custom mice in UMG.
Head over to the existing Questions & Answers thread and let us know what's up.
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Component | UE - Editor - UI Systems |
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Affects Versions | 4.6.1, 4.7 |
Target Fix | 4.8 |
Created | Jan 19, 2015 |
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Resolved | Jan 20, 2015 |
Updated | Apr 27, 2018 |