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37 results for "mouse"

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
UKismetInputLibrary::Key_IsMouseButton Engine

Returns true if the key is a mouse button.

property
UBorder::OnMouseButtonDownEvent UMG

Bindable event fired when a mouse button is pressed while the pointer is over the border, letting a bound handler consume the input and control the resulting FEventReply.

property
UBorder::OnMouseButtonUpEvent UMG

Bindable event fired when a mouse button is released while the pointer is over the border, letting a bound handler consume the input and control the resulting FEventReply.

property
UBorder::OnMouseDoubleClickEvent UMG

Bindable event fired when the border receives a mouse double-click.

property
UBorder::OnMouseMoveEvent UMG

Bindable event fired when the mouse moves over the border.

function
UKismetInputLibrary::PointerEvent_IsMouseButtonDown Engine

Returns true if the specified mouse button was held down at the time of this pointer event.

function
APlayerController::SetShowMouseCursor Engine

Shows or hides the hardware mouse cursor over the viewport.

function
UGameplayStatics::SetViewportMouseCaptureMode Engine

Sets how the game viewport captures the mouse cursor.

function
UGameplayStatics::DeprojectScreenToWorld Engine

Converts a 2D screen-space pixel coordinate into a world-space position and direction ray.

function
UButton::GetClickMethod UMG

Returns the mouse action currently required to trigger the button's click — down, up, or precise-click.

function
UButton::GetIsFocusable UMG

Returns whether the button can receive keyboard/gamepad focus, or is restricted to mouse-click only interaction.

function
UKismetInputLibrary::Key_IsAxis2D Engine

Returns true if the key is a 2D (vector) axis, such as mouse movement or a touchpad's XY position.

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.

function
AActor::NotifyActorOnReleased Engine

Called when the mouse button is released over this actor after a click, 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::OnClicked Engine

Multicast delegate fired when the left mouse button is clicked while the mouse is over this actor and click events are enabled in the player controller.

property
AActor::OnEndCursorOver Engine

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

property
AActor::OnReleased Engine

Multicast delegate fired when the left mouse button is released while the mouse is over this actor and click events are enabled in the player controller.

function
UKismetInputLibrary::PointerEvent_GetCursorDelta Engine

Returns how far the mouse cursor moved since the last pointer event was handled — the standard source for camera look and drag deltas.

function
UKismetInputLibrary::PointerEvent_GetEffectingButton Engine

Returns the specific mouse button that caused this pointer event to be raised, or FKey::Invalid if the event wasn't triggered by a button.

function
UKismetInputLibrary::PointerEvent_GetWheelDelta Engine

Returns how far the mouse wheel turned since the last mouse event, positive for scrolling up/forward and negative for down/back.

function
UKismetInputLibrary::PointerEvent_IsTouchEvent Engine

Returns true if this pointer event originated from a touch input rather than a mouse.

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
AActor::ReceiveActorOnClicked Engine

Blueprint implementable event called when the mouse clicks this actor while click events are enabled on the player controller.

function
AActor::ReceiveActorOnReleased Engine

Blueprint implementable event called when a mouse button is released over this actor while click events are enabled on the player controller.

function
USlateBlueprintLibrary::ScreenToWidgetLocal UMG

Converts a screen-pixel position (as obtained from OS input or GetMousePosition) into the local space of the given widget's geometry.

function
UButton::SetClickMethod UMG

Sets which mouse interaction pattern triggers the button's OnClicked event.

function
APlayerController::SetInputMode (Game Only) Engine

Switches input routing so that all input goes exclusively to the game (player controller and pawn) with no Slate/UMG widget focus.

function
APlayerController::SetInputMode (UI Only) Engine

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

class
UKismetInputLibrary Engine

Blueprint function library exposing input-related helpers: key/chord comparisons, key classification (modifier, gamepad, mouse, axis), motion-tracking calibration, and input/pointer event queries.

class
UWidgetLayoutLibrary UMG

A Blueprint function library providing utility functions for querying viewport size, DPI scale, mouse position, and for projecting world-space locations into widget space.