22 results for "mouse"
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.
Shows or hides the hardware mouse cursor over the viewport.
Sets how the game viewport captures the mouse cursor.
Converts a 2D screen-space pixel coordinate into a world-space position and direction ray.
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.
Called when the mouse button is released over this actor after a click, while click-events are enabled.
Delegate fired when the mouse cursor moves over this actor while mouse-over events are enabled in the PlayerController.
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.
Delegate fired when the mouse cursor moves off this actor while mouse-over events are enabled in the PlayerController.
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.
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.
Blueprint implementable event called when the mouse clicks this actor while click events are enabled on the player controller.
Blueprint implementable event called when a mouse button is released over this actor while click events are enabled on the player controller.
Converts a screen-pixel position (as obtained from OS input or GetMousePosition) into the local space of the given widget's geometry.
Switches input routing so that all input goes exclusively to the game (player controller and pawn) with no Slate/UMG widget focus.
Routes all input to Slate/UMG widgets only — game input (character movement, actions) is blocked entirely.
A Blueprint function library providing utility functions for querying viewport size, DPI scale, mouse position, and for projecting world-space locations into widget space.