View Full Version : Kismet - capturing mouse input
10-07-2010, 09:34 AM
Hi! I've been following Scaleform youtube tutorial, and while there's mentioned how to capture keyboard input (the Y/U part, with rotating logo), there's nothing that would help me to capture any mouse input at all. I have basic swf movie, build from the http://udn.epicgames.com/Three/Scaleform.html (creating a basic scene using CLIK), and I want to be able to push those buttons, while displaying the movie on rtt material, using Kismet only. Any help on that?
10-07-2010, 10:39 AM
Mouse input capture is automatic. All you should need to do is have the movie take focus, and be sure to include a mouse cursor in the SWF. Google the function 'startDrag' for AS2 to get a good idea how a mouse cursor is achieved in Flash.
10-07-2010, 10:43 AM
As for take focus... Can I trigger the focus on and off? Or is it only stored in Open GFX Movie?
The other problem I have with taking focus, is when I try to ignore few keys (WSAD for example, to make player be able to move around), my UDK just crashes.
10-07-2010, 10:47 AM
You can toggle focus on and off sure. This can be done from UnrealScript, or you should be able to do it from Kismet by exposing the variables bTakeFocus and bCaptureInput.
10-07-2010, 12:06 PM
Scratch what I said. I'll need to do some research on mouse capture and focus control. It doesn't seem to work the way it used to anymore.
10-07-2010, 04:24 PM
I'm interested in this as well, looking forward to hearing the answer.
10-08-2010, 05:29 AM
Waiting impatiently for new info from you, Matt ;]
10-14-2010, 04:41 AM
Bumpity bump. Any new info/
10-14-2010, 10:39 AM
Not yet. I'm working with another gentleman here at Scaleform to get this information, but he is currently very busy. As soon as I work it out, I'll post it.
10-31-2010, 03:35 PM
Any news on this ?
11-29-2010, 01:16 PM
Bump. Anything new?
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