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AActor::ReceiveActorOnClicked

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

Description

Blueprint implementable event called when the mouse clicks this actor while click events are enabled on the player controller.

Caveats & Gotchas

  • The C++ override point is `NotifyActorOnClicked()`, which calls this Blueprint event. Override the virtual `NotifyActorOnClicked` in C++ subclasses rather than the generated thunk.
  • Both `bEnableClickEvents` on the PlayerController and collision on the actor must be set up correctly for this event to fire.
  • The `ButtonPressed` parameter identifies which mouse button was used — useful for distinguishing left from right clicks in a single handler.

Signature

UFUNCTION(BlueprintImplementableEvent, meta=(DisplayName = "ActorOnClicked"), Category="Mouse Input")
ENGINE_API void ReceiveActorOnClicked(FKey ButtonPressed = EKeys::LeftMouseButton);

Parameters

Name Type Description Default
ButtonPressed FKey The mouse button that was pressed. EKeys::LeftMouseButton

Return Type

void

Example

Log which button was pressed in C++ C++
void AMyActor::NotifyActorOnClicked(FKey ButtonPressed)
{
	Super::NotifyActorOnClicked(ButtonPressed);
	if (ButtonPressed == EKeys::RightMouseButton)
	{
		OpenContextMenu();
	}
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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