AActor::ReceiveActorOnReleased
#include "GameFramework/Actor.h"
Access: public
Specifiers: UFUNCTIONBlueprintImplementableEvent
Description
Blueprint implementable event called when a mouse button is released over this actor while click events are enabled on the player controller.
Caveats & Gotchas
- • Override `NotifyActorOnReleased()` in C++, not this function — this is the Blueprint thunk generated by the UFUNCTION macro.
- • If the cursor moves off the actor between press and release, only OnClicked fires and OnReleased does not. Use APlayerController's input bindings for drag/release patterns.
Signature
UFUNCTION(BlueprintImplementableEvent, meta=(DisplayName = "ActorOnReleased"), Category="Mouse Input")
ENGINE_API void ReceiveActorOnReleased(FKey ButtonReleased = EKeys::LeftMouseButton); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| ButtonReleased | FKey | The mouse button that was released. | EKeys::LeftMouseButton |
Return Type
void Example
Handle release in C++ via the correct virtual C++
void AMyActor::NotifyActorOnReleased(FKey ButtonReleased)
{
Super::NotifyActorOnReleased(ButtonReleased);
bIsBeingHeld = false;
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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