![]() ![]() You can add as many mouse cursors as you like. In the World Settings, set this new Game Mode to be the Game Mode Override. And then, ‘as the mouseWidget’, we change the cursorImg to either awesomeCursor or orangeCursor depending on whether we moused over the actor or leave its bounds.įinally, create a custom GameMode and set up for the Player Controller to be the default Player Controller for this level. From our Mouse_PC reference, we grab the reference to the mouseWidget we made earlier. We create this reference so we don’t need to keep casting to the Mouse_PC whenever we want to tell it to change its cursor. Screen Shot at 14.48.18.png 823×597 106 KBĪt the begin of play, create a reference to the Mouse_PC Player Controller. This is what our Widget looks like on the Canvas panel (right-click: open in new tab to see the full image): To the right of ‘Brush’, click ‘bind’ and create a new binding. But note that this will not actually determine the appearance of your cursor! It is just a placeholder so that we can see which of the widgets is our cursorWidget for if we want to add this cursor to some other encapsulating Widget system in the future for some reason. We’ll choose our orangeCursor as the brush image. Our cursor images are 32x32 pixels, so in the Details panel, expand the Brush option and set the Image size to 32 in both X and Y dimensions. To the top-right of the Canvas Panel, where it says “Fill Screen”, click and select the option “Desired on Screen” to display the image in its true proportions. On the Designer panel, we’ll delete the Canvas panel and under Common, drag an Image onto the in the Hierarchy. Search for ‘User Widget’ under All Classes Right-click in the content browser and click Blueprint Class Call the orange cursor orangeCursor and the Awesome cursor awesomeCursor. Right-click, Sprite Actions > Apply Paper2D Texture Settings. The orange cursor is the default, the Awesome cursor is what we’ll use when we mouse-over a square tile actor. Here are our cursor images that we’re going to use for this game. What we’re going to do is build a simple system in which you have your custom cursor, independent of the OS’s cursors, that changes into another cursor when you mouse-over certain actors (for example, interactables like a chest). But I’ve seen plenty of people struggle with it, so I’m going to give you my approach on the matter. ![]() Where do I upload the image I would like to use for the curser? Just on a hidden page on my site?Īlso where do I write the code, I have gone into advanced settings and copy and pasted into the advanced settings>code injection>header injection but it just shows the code as text on the page.I recently figured out something that I found was not documented very well or otherwise to be found on AnswerHub or here, on the forums. Hey! I'm currently trying to figure this out, I'm a graphic designer but new to coding so I apologise if my questions seem silly. If anyone is interested, this is the code I used:Ĭursor: url(), auto Ĭursor: url(), auto !important Ĭursor: url(),auto !important ![]() Thank you so much for reading til the end! :-) (Sometimes it works over an image but not in the menu, sometimes it works on buttons, but not over a gallery, etc.) I feel like there are different categories for links. (If you click "Say Hello!" in the bottom right corner.) No text arrow anymore – great!īut if you watch the website now you can see that there is still a pointer if you put the cursor over the "Say Hello" button.Īnd what is gone too is the changing cursor over the Menu area (Work, About.) - Which worked before I used the current code.Īll I want to have is the same cursor everywhere that changes just over any kind of link. ![]()
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