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UWidgetLayoutLibrary::GetMousePositionOnPlatform

function UMG Blueprint Since 4.17
#include "Blueprint/WidgetLayoutLibrary.h"
Access: public Specifiers: staticUFUNCTIONBlueprintCallable

Description

Returns the platform mouse cursor position in absolute desktop coordinates, independent of the game window. Use this when you need the raw OS-level cursor position, for example to position OS-native windows relative to the cursor.

Caveats & Gotchas

  • This is an absolute desktop position, not a viewport-relative position. Subtract the game window's top-left corner if you need to convert to viewport space.
  • In windowed mode, the desktop coordinates include the position of the game window itself on the monitor — do not use this for in-game HUD placement.
  • Returns (0,0) on platforms that have no platform mouse concept (some consoles). Use GetMousePositionOnViewport for cross-platform in-game cursor needs.

Signature

static UMG_API FVector2D GetMousePositionOnPlatform()

Return Type

FVector2D

Example

Read absolute desktop mouse position C++
FVector2D DesktopMousePos = UWidgetLayoutLibrary::GetMousePositionOnPlatform();
// Convert to window-relative by subtracting the window position
FVector2D WindowPos;
GEngine->GameViewport->GetWindow()->GetPositionInScreen(WindowPos);
FVector2D ViewportRelative = DesktopMousePos - WindowPos;

Version History

Introduced in: 4.17

Version Status Notes
5.6 stable

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