Anything in blue or outlined in blue hides when you press it. And the boxes with red outlines do not hide when you press them. The blue is part of a widget called HUD and the red boxes are a child to HUD but have a different widget class that is not derived from the HUD class. The problem is I have told them to do the opposite. I have looked this issue up but none of the solutions seemed to work for me.
I have an input event for pressing and releasing the red boxes but no input events for the other UI.
How to control whether the cursor is on or off absolutely?
I don’t, I’ve checked and when I print whether it is shown or not every tick it says true and false when it should(how I intend it to). It just does the opposite and if I opposite the true/false it does the same thing.
Please use File > Package Project > Zip Up Project within Unreal as this will ensure only required files are zipped up and things like the Binaries are excluded.
Just create a third person blueprint project and then use asset actions to migrate the HUD over and please make sure that project has the problem before packaging and sending.
I have reduced it to only what is necessary for in to run. For some reason I can’t delete some empty folders so the folders to look at are clearly labeled.
The problem changed a little for some reason because a quick fix stopped working. Thanks for a solution, but there is still one more problem. Holding click on the green icon the mouse cursor is still showing even thought I’m telling it not to. When you press “i” the inventory opens and shows mouse cursor but after that the “show mouse cursor” doesn’t do a thing, why and how do I fix this? Also what is “during capture” what is defined as capture?
This is where I tell it to hide. It does set mouse cursor to false, I did testing and it stays set to false for as long as you are holding down click on the item. But it isn’t hidden.
What am I missing?