Using Noesis to render a cursor with non-blocking mouse clicks
Posted: 27 Feb 2023, 22:46
Hi, I'm using UE5.1 and want to use Noesis to render a cursor that is always visible on screen. I have achieved this by hooking the MouseMove event in my view, grabbing the mouse coordinates, then setting them to the cursor's view model. The root element also has a transparent background so that mouse input is detected across the whole screen. All good.
The problem is this completely blocks all mouse clicks to the game. I want mouse clicks over transparent pixels to be detected by the game, and only blocked when over a visible UI element. Think RTS style.
I have tried varying transparent/null backgrounds with IsHitTestVisible to no avail. I have, however, got this working by instead rendering the cursor with unreal's UMG system instead of Noesis, with the root element having a null background. I think this is a bit unfortunate... Is what I describe not possible with Noesis?
The problem is this completely blocks all mouse clicks to the game. I want mouse clicks over transparent pixels to be detected by the game, and only blocked when over a visible UI element. Think RTS style.
I have tried varying transparent/null backgrounds with IsHitTestVisible to no avail. I have, however, got this working by instead rendering the cursor with unreal's UMG system instead of Noesis, with the root element having a null background. I think this is a bit unfortunate... Is what I describe not possible with Noesis?