On cursor over simply doesn't work in blueprint.
I have a blueprint including a model, which if the player looks at, would change it's material. The problem is that this...simply doesn't work. Even if on begin play I turn the cursor on, and hover it on the model, nothing happens..
Here's the blueprint:
Anything I've missed? Would be grateful for any help.
asked Apr 02 '15 at 11:00 PM in Blueprint Scripting
I had the same problem and it was because the OnBeginCursorOver-Events don't work when a widget has its visibility set to 'Visible'. After I set the visibility of my HUD-Widgets to "Self Hit Test Invisible" the events were fired properly.
answered Apr 03 '16 at 09:14 PM
I too had a problem with BeginCursorOver not firing, and after MUCH frustration, I found that (as hvfn pointed out) the Self Hit Test Invisible WAS the answer to my problem. However, I didn't realise that this can be set at each node of the UI hierarchy. In my case, the parent was set to Self Hit Test Invisible, but the canvas panel beneath it was NOT... so that was blocking the event. So, in summary, this worked for me:
I hope this helps someone....!
answered Nov 08 '18 at 07:56 PM
I found that if you have more than 1 collision components, says 1 for Melee Radius and 1 for Vision Radius. The outer one will take CursorOver responds and the inner one will never fire. I spend almost a day to figure it out. Hopes this help someone.
answered Mar 31 '17 at 09:02 PM
Having the same problems, and nothing in here worked for me. How is that after sooo much time Epic didnt fix this already???? embarrasing as hell. And they wonder why people keep migratin to unity lol.
answered Oct 01 '17 at 01:43 PM
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