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    #31
    I'm actually not sure if in a slow game the mouse just staggers or if it actually becomes slow and loses accuracy, it's kinda hard to tell.
    in any case, yes please check that for me if you have a chance. if pushing the coordinates to the scaleform UI instead of having it trying to keep up from within flash makes a difference, it'll be a welcome one even if it's not a full-blown game-fps-independent mouse

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      #32
      Great news: in JAN 2012 build hardware mouse works flawlessly!

      It can be enabled in Kismet or in code, for example from any GFxMoviePlayer class:
      Code:
      GetGameViewportClient().bDisplayHardwareMouseCursor = true;

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