Add Inputs.SetCursorShape to Lua scripting - #853
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adriengivry merged 1 commit intoSep 19, 2026
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Sep 19, 2026
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Description
Adds Inputs.SetCursorShape(shape) and a CursorShape enum (ARROW, IBEAM, CROSSHAIR, HAND, HRESIZE, VRESIZE) to the Lua bindings, plus Lua annotation files for editor autocomplete. Tested in the editor by switching shapes from a script at runtime.
Related Issue(s)
Closes #849
Review Guidance
Changes are small: one new binding in LuaGlobalBindings.cpp (the CursorShape enum and Inputs.SetCursorShape, which calls the existing Window::SetCursorShape), plus Lua annotations in Inputs.lua and a new CursorShape.lua.
To test: attach a script to an actor that calls Inputs.SetCursorShape(CursorShape.HAND) (or IBEAM, CROSSHAIR, ARROW) from OnUpdate on a key press, then press Play and check that the cursor changes over the Game View.
Screenshots/GIFs
AI Usage Disclosure
I used Claude to help with the implementation and testing steps
Checklist