title: Shows mouse even after setting show mouse cursor Boolean to false
body: <p>I made a pause widget that I open when I hit the 'P' screen:
  <a href="https://i.stack.imgur.com/s0b6p.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/s0b6p.png" alt="Opening pause on P blueprint" /></a> <br /><br />
  I will run you through what is happening in the blueprints:<br /></p>
  <ol>
  <li>When the user presses the 'P' key</li>
  <li>Initiate the do once pre-defined functionality so that the user does not stack one pause screen over the other.</li>
  <li>Create the pause menu widget</li>
  <li>Add it to the viewport and make it a child of the play screen.</li>
  <li>When I load the widget into the viewport show the mouse cursor (which works). However, for some reason I need to press it once to activate the pause screen window. I do not know why?</li>
  <li>Then I am setting the pause game to true to tell that the game has been paused and freeze everything. After that, I am resetting the do once functionality because the player will only interact with the pause screen now.</li>
  </ol>
  <p>Next, I made a pause screen widget blueprint in which I have a button called &quot;Resume&quot; and this is the &quot;On-Clicked&quot; event of that resume button:
  <a href="https://i.stack.imgur.com/CMfd9.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/CMfd9.png" alt="Resume game button blueprint" /></a> <br /><br /></p>
  <p>In my resume game on clicked event blueprint:</p>
  <ol>
  <li>I am setting the paused game Boolean to false so that everything unfreezes.</li>
  <li>I am removing the current pause screen from the viewport.</li>
  <li>Then I am turning off the show cursor. When this happens, I still see the cursor but when I click in the window, then the cursor disappears. I want the cursor to disappear when I hit the resume button and not when I click in the window once. It's acting as if the window has lost focus. So, when I hit the LMB in the window it disappears.</li>
  </ol>
  <p>What is happening? Is this behavior normal in UE4? If so, will the game behave as expected after production and if not, how do I solve this problem? <br /><br /></p>
  <p>For more information I am following this tutorial on Youtube: &lt; <a href="https://www.youtube.com/watch?v=hP_J5rMikhg&amp;list=PLKMRiZuSgt-7wY7hfUzg8JcuTFXAf85jv&amp;index=12" rel="nofollow noreferrer">https://www.youtube.com/watch?v=hP_J5rMikhg&amp;list=PLKMRiZuSgt-7wY7hfUzg8JcuTFXAf85jv&amp;index=12</a> &gt; <br /></p>