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AActor::OnBeginCursorOver

property Engine Blueprint Since 4.0
#include "GameFramework/Actor.h"
Access: public Specifiers: UPROPERTYBlueprintAssignable

Description

Delegate fired when the mouse cursor moves over this actor while mouse-over events are enabled in the PlayerController. Bind handlers here instead of overriding the C++ notification.

Caveats & Gotchas

  • Mouse-over events require bEnableMouseOverEvents = true on the PlayerController. Without this, the delegate never fires regardless of cursor position.
  • Mouse-over detection uses the actor's collision shape. Actors without collision (or with collision disabled) will not receive cursor-over events even if visually under the cursor.
  • In UMG-heavy projects, UI elements capturing mouse input will block mouse-over events from reaching actors in the world. Ensure the input mode allows mouse-over passthrough.

Signature

UPROPERTY(BlueprintAssignable, Category="Input|Mouse Input")
FActorBeginCursorOverSignature OnBeginCursorOver;

Example

Bind cursor-over handler in BeginPlay C++
void AMyActor::BeginPlay()
{
	Super::BeginPlay();
	OnBeginCursorOver.AddDynamic(this, &AMyActor::HandleCursorOver);
}

void AMyActor::HandleCursorOver(AActor* TouchedActor)
{
	// Highlight the actor
	MeshComponent->SetRenderCustomDepth(true);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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