RealDocs

AActor::ReceiveActorOnReleased

function Engine Blueprint Since 4.0
#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;
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.