RealDocs

15 results for "cursor"

function
AActor::NotifyActorBeginCursorOver Engine

Called by the engine when the mouse cursor first moves over this actor while click-events are enabled on the player controller.

function
AActor::NotifyActorEndCursorOver Engine

Called when the mouse cursor leaves this actor after having entered it while click-events are enabled.

property
AActor::OnBeginCursorOver Engine

Delegate fired when the mouse cursor moves over this actor while mouse-over events are enabled in the PlayerController.

property
AActor::OnEndCursorOver Engine

Delegate fired when the mouse cursor moves off this actor while mouse-over events are enabled in the PlayerController.

function
AActor::ReceiveActorBeginCursorOver Engine

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

function
AActor::ReceiveActorEndCursorOver Engine

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

function
APlayerController::SetShowMouseCursor Engine

Shows or hides the hardware mouse cursor over the viewport.

function
UWidgetLayoutLibrary::GetMousePositionOnPlatform UMG

Returns the platform mouse cursor position in absolute desktop coordinates, independent of the game window.

function
UWidgetLayoutLibrary::GetMousePositionOnViewport UMG

Returns the current mouse cursor position in the local coordinate space of the viewport widget.

function
UWidgetLayoutLibrary::GetMousePositionScaledByDPI UMG

Returns the player controller's mouse cursor position scaled by (1/DPI).

function
UGameplayStatics::GetViewportMouseCaptureMode Engine

Returns the current mouse capture mode of the game viewport, indicating how the cursor is constrained during gameplay.

function
AActor::NotifyActorOnInputTouchEnter Engine

Called when a touch finger moves onto this actor while touch-events are enabled, analogous to NotifyActorBeginCursorOver but for touchscreen input.

function
APlayerController::SetInputMode (Game And UI) Engine

Hybrid input mode where both game input and UMG widget input are active simultaneously.

function
APlayerController::SetInputMode (UI Only) Engine

Routes all input to Slate/UMG widgets only — game input (character movement, actions) is blocked entirely.

function
UGameplayStatics::SetViewportMouseCaptureMode Engine

Sets how the game viewport captures the mouse cursor.