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AActor::OnReleased

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

Description

Multicast delegate fired when the left mouse button is released while the mouse is over this actor and click events are enabled in the player controller.

Caveats & Gotchas

  • The player controller's `bEnableClickEvents` must be true for this to fire. Forgetting this is the most common reason the delegate never fires.
  • OnReleased fires based on the mouse position at the time of button release — if the cursor has moved off the actor before release, this will not fire. Use the PlayerController's input bindings if you need a guaranteed release event.

Signature

UPROPERTY(BlueprintAssignable, Category="Input|Mouse Input")
FActorOnReleasedSignature OnReleased;

Example

Bind a release handler in BeginPlay C++
void AMyActor::BeginPlay()
{
	Super::BeginPlay();
	OnReleased.AddDynamic(this, &AMyActor::HandleReleased);
}

void AMyActor::HandleReleased(AActor* TouchedActor, FKey ButtonReleased)
{
	UE_LOG(LogTemp, Log, TEXT("Released %s on %s"), *ButtonReleased.ToString(), *GetName());
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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