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AActor::ReceiveActorBeginCursorOver

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

Description

Blueprint implementable event called when the mouse cursor moves over this actor, provided mouse-over events are enabled on the player controller.

Caveats & Gotchas

  • The C++ counterpart to override is `NotifyActorBeginCursorOver()`, not this function. `ReceiveActorBeginCursorOver` is a generated thunk for Blueprint; call `Super::NotifyActorBeginCursorOver()` in C++ overrides.
  • Requires `APlayerController::bEnableMouseOverEvents = true` — this is off by default and must be enabled in your PlayerController constructor or BeginPlay.
  • Mouse-over hit testing uses the actor's collision shape. Actors without collision or with collision disabled will never receive this event.

Signature

UFUNCTION(BlueprintImplementableEvent, meta=(DisplayName = "ActorBeginCursorOver"), Category="Mouse Input")
ENGINE_API void ReceiveActorBeginCursorOver();

Return Type

void

Example

Override NotifyActorBeginCursorOver in C++ (the correct C++ hook) C++
void AMyActor::NotifyActorBeginCursorOver()
{
	Super::NotifyActorBeginCursorOver();
	// Highlight the actor when hovered
	MeshComponent->SetRenderCustomDepth(true);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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