Using Cursors at Runtime

August 20, 2020



Once you have loaded your cursors, using them is a cakewalk. Cursory allows you to manipulate cursors using just two Blueprint nodes.

The UseBaseCustomCursor node allows you to switch to a pre-defined cursor using an identifying GameplayTag.

UseBaseCustomCursor node

The UseBaseStandardCursor node allows you to switch back to a standard operating system cursor (like the arrow or textbeam).

UseBaseStandardCursor node

Here's an example of a simple script that you could use on game start:


When using the Cursory plugin, you should avoid using functions not provided by the CursoryFunctionLibrary as this may result in de-synchronization. For example, directly setting the mouse cursor using SetCurrentMouseCursor on a player controller will de-synchronize the controller.

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