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AActor::OnEndCursorOver

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

Description

Delegate fired when the mouse cursor moves off this actor while mouse-over events are enabled in the PlayerController. Pair with OnBeginCursorOver to implement hover effects.

Caveats & Gotchas

  • The end cursor-over event may not fire if the actor is destroyed while the cursor is still hovering over it. Always guard against stale references in your bound handler.
  • If another actor (or UI) captures the cursor between the begin and end events, you may receive the end event without having received the begin — handle this gracefully in your hover state.
  • Like OnBeginCursorOver, bEnableMouseOverEvents must be true on the PlayerController.

Signature

UPROPERTY(BlueprintAssignable, Category="Input|Mouse Input")
FActorEndCursorOverSignature OnEndCursorOver;

Example

Bind cursor-off handler to remove highlight C++
void AMyActor::BeginPlay()
{
	Super::BeginPlay();
	OnBeginCursorOver.AddDynamic(this, &AMyActor::HandleCursorOver);
	OnEndCursorOver.AddDynamic(this, &AMyActor::HandleCursorOff);
}

void AMyActor::HandleCursorOff(AActor* TouchedActor)
{
	MeshComponent->SetRenderCustomDepth(false);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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