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.

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