18 results for "touch"
Called when this actor is touched by a finger when click events are enabled in the PlayerController.
Called when a finger is lifted off this actor when click events are enabled in the PlayerController.
Called when a touch finger moves onto this actor while touch-events are enabled, analogous to NotifyActorBeginCursorOver but for touchscreen input.
Called when a touch finger moves off this actor while touch-events are enabled.
Delegate fired when a touch input begins over this actor while touch events are enabled in the player controller.
Delegate fired when a touch input that began over this actor is released, while touch events are enabled in the player controller.
Delegate fired when a finger moves onto this actor's touch area while a touch is already active and touch over events are enabled in the player controller.
Delegate fired when a moving finger leaves this actor's touch area while a touch is active and touch over events are enabled in the player controller.
Blueprint implementable event called when a touch input begins on this actor.
Blueprint implementable event called when a touch input ends over this actor.
Blueprint implementable event called when an active touch point moves onto this actor's area.
Blueprint implementable event called when an active touch point moves off this actor's area.
Returns true only when InnerTest is completely contained within OuterTest, with no part touching or crossing the outer boundary.
Tests whether a world-space point lies strictly inside an axis-aligned bounding box.
Returns a copy of the matrix with scale removed — each row is normalised to unit length.
Blueprint-implementable event fired automatically by Landed() when the character touches down.
Clears only the internal weak object pointer cache without touching the stored soft object path, forcing the next Get() call to re-resolve the path from scratch.
Directly sets the internal element count without touching memory, running destructors, or reallocating.