Quick answer: Set Show Mouse Cursor to true and call Set Input Mode UI Only (or Game And UI) with the widget to focus, then revert when closing the menu.

If your Unreal menu has no visible cursor and buttons ignore clicks, the input mode is still Game Only. Switching to a UI input mode fixes it. Here is how.

How to fix it

1. Show the cursor

On the player controller set bShowMouseCursor = true (or the blueprint Show Mouse Cursor node) when opening the menu so the OS cursor is drawn.

2. Set the UI input mode

Call Set Input Mode UI Only with the widget to focus (or Game And UI if gameplay should keep some input), which routes clicks to the widget instead of the pawn.

3. Revert on close

When closing the menu, set the cursor back off and call Set Input Mode Game Only, otherwise gameplay mouse-look stays broken after the menu closes.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.