13 results for "cursor" in function
Called by the engine when the mouse cursor first moves over this actor while click-events are enabled on the player controller.
Called when the mouse cursor leaves this actor after having entered it while click-events are enabled.
Blueprint implementable event called when the mouse cursor moves over this actor, provided mouse-over events are enabled on the player controller.
Blueprint implementable event called when the mouse cursor moves off this actor, provided mouse-over events are enabled on the player controller.
Shows or hides the hardware mouse cursor over the viewport.
Returns the platform mouse cursor position in absolute desktop coordinates, independent of the game window.
Returns the current mouse cursor position in the local coordinate space of the viewport widget.
Returns the player controller's mouse cursor position scaled by (1/DPI).
Returns the current mouse capture mode of the game viewport, indicating how the cursor is constrained during gameplay.
Called when a touch finger moves onto this actor while touch-events are enabled, analogous to NotifyActorBeginCursorOver but for touchscreen input.
Hybrid input mode where both game input and UMG widget input are active simultaneously.
Routes all input to Slate/UMG widgets only — game input (character movement, actions) is blocked entirely.
Sets how the game viewport captures the mouse cursor.