AActor::ReceiveActorOnInputTouchBegin
#include "GameFramework/Actor.h"
Access: public
Specifiers: UFUNCTIONBlueprintImplementableEvent
Description
Blueprint implementable event called when a touch input begins on this actor. Override in Blueprint to respond to touch start without needing dynamic delegates.
Caveats & Gotchas
- • This is the Blueprint-facing counterpart to the OnInputTouchBegin C++ delegate. In C++ subclasses you can override NotifyActorOnInputTouchBegin() instead, which is the virtual that calls this event.
- • Has no C++ body to override directly — it is a BlueprintImplementableEvent. For C++ logic, bind to OnInputTouchBegin or override NotifyActorOnInputTouchBegin.
Signature
void ReceiveActorOnInputTouchBegin(const ETouchIndex::Type FingerIndex) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| FingerIndex | const ETouchIndex::Type | Which finger triggered the touch event. | — |
Return Type
void Example
C++ override of the underlying notify virtual C++
// Override the virtual that fires this BP event in C++
void AMyActor::NotifyActorOnInputTouchBegin(const ETouchIndex::Type FingerIndex)
{
Super::NotifyActorOnInputTouchBegin(FingerIndex);
// C++ logic here — ReceiveActorOnInputTouchBegin is called by Super
HandleTouchStart(FingerIndex);
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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