I created an inventory hud that allows the player to drag and drop items in different slots.
I created the swf to be at a native resolution of 2560x1440, thinking that I can simply scale it down for 1920x1080.
The trouble is that when I scale the swf, the mouse cursor dragging and dropping becomes incredibly unreliable.
Here is my implementation:
MyHudWrapper class
And then in MyHudGfxInventory class
Has anyone encountered this problem, or know what might be causing the issue? Could really use some help 
Edit: I'm using AS3. I'm currently not using any logic in my unrealscript to receive/update the mouse coordinates (like I see in a lot of the AS2 tutorials). It just seemed to work without it when in its native resolution, so didn't think I needed it. Could this be the cause of my problem?
I created the swf to be at a native resolution of 2560x1440, thinking that I can simply scale it down for 1920x1080.
The trouble is that when I scale the swf, the mouse cursor dragging and dropping becomes incredibly unreliable.
Here is my implementation:
MyHudWrapper class
Code:
simulated function PostBeginPlay() { super.PostBeginPlay(); InventoryHud = new class'MyHudGfxInventory'; InventoryHud.SetTimingMode(TM_Real); InventoryHud.Init(LocalPlayer(PlayerOwner.Player)); InventoryHud.SetViewScaleMode(SM_ExactFit); }
Code:
function Init(optional LocalPlayer LP) { Start(); Advance(0.f); RootMC = GetVariableObject("_root"); //Attach the mouse pointer MC so we can have mouse control. MouseContainer = RootMC.AttachMovie("MouseContainer", "MouseCursor"); super.Init(LP); } defaultproperties { bDisplayWithHudOff=false MovieInfo = SwfMovie'MyHudInventory.MyHudInventory' bIgnoreMouseInput = true }

Edit: I'm using AS3. I'm currently not using any logic in my unrealscript to receive/update the mouse coordinates (like I see in a lot of the AS2 tutorials). It just seemed to work without it when in its native resolution, so didn't think I needed it. Could this be the cause of my problem?
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