After you have added the plugin to your project you need a short project setup.
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Game Instance Hierarchy
If you have created your custom Game Instance either in Blueprint or C++ you need to reparent it in a way that can work well with the Game Instance you will find in the plugin’s folder. Find your case in the list below:
- Game Instance created in Blueprint
- Game Instance created in C++
- Game Instance inherited in Blueprint from C++
If your case is not in the list above this means that you have not created your Game Instance, in this case just follow the link below:
Game Instance created in Blueprint
If you have created your game instance in Blueprint you can easly reparent it with the one inside the plugin’s folder, to do so just open up your Game Instance and then open the Class Settings

then in the Details panel you will find the Parent Class field, here just assign the BP_UmgInputManagerGameInstance class and you are done.

Game Instance created in C++
If you have created you Game Instance in C++ then you need to reparent the one you’ll find in the plugin’s folder, to do so, locate to the Game Instance Asset

open this blueprint and then open the Class Settings

then in the Details panel you will find the Parent Class field, here just assign your Game Instance Class created in C++

After that open up your Project Settings

Open the Maps and Modes category in the left column

In the Game Instance Class field just assign BP_UmgInputManagerGameInstance and you are done.

Game Instance inherited in Blueprint from C++
In this case just follow the previous steps in the following order:
After that open up your Project Settings

Open the Maps and Modes category in the left column

In the Game Instance Class field just assign Blueprint Class and you are done.

Game Instance not created
In this case you just need to open up your Project Settings

Open the Maps and Modes category in the left column

In the Game Instance Class field just assign BP_UmgInputManagerGameInstance and you are done.

Mouse Class Setup
To complete the initial setup you need to specify the right class for mouse cursor in your project settings.
In the left column locate to User Interface under the category Engine

here you will find a Software Cursor section with a map of cursors, just add one element

choose default on the first field, and WBP_MouseCursor in the second one

now you are ready to go.