Quick answer: Godot 4 Input.warp_mouse during MOUSE_MODE_CAPTURED producing visible cursor jumps? Captured mode delta-only; warp resets the OS cursor not the delta - skip warp in captured mode.
FPS controls; periodic warp to center; cursor visible jump.
Don't warp in captured
Captured mode uses deltas; cursor position irrelevant. Skip warp.
Or temporarily switch to visible
Switch to visible; warp; switch back. Two-step; works.
Audit warp calls
Each warp's mode context. Captured = skip.
“Mouse modes have different semantics. Warp's behavior depends on mode.”
If your game uses captured mouse, the warp audit is mandatory.