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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: alt text

Anything I've missed? Would be grateful for any help.

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asked Apr 02 '15 at 11:00 PM in Blueprint Scripting

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aln447
38 7 8 16

avatar image Anapsys May 26 '15 at 01:59 AM

I'm having this same problem. The event is renamed to "begin cursor over" in 4.7, but it isn't registering even with mouse input set up.

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6 answers: sort voted first

1-Make sure your Model or Sprite is Blocking Visibility

2-Mouse Over Events are enabled

alt text

test3.png (191.2 kB)
test3.png (191.2 kB)
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answered May 26 '15 at 10:07 AM

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Mhousse1247
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avatar image Benni.Lodge Feb 20 '17 at 03:43 PM

Checking these things solved it in my case. Cheers.

avatar image twobalo Mar 01 '17 at 07:24 AM

Thanks Mhouse

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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.

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answered Apr 03 '16 at 09:14 PM

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hvfn
26 1 6

avatar image Tarabakti Oct 05 '18 at 03:13 PM

i have same problem, have you resolve in meantime?

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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:

  • Set the EnableMouseOverEvents on the PlayerController

  • In the Static Mesh Actor, set the collision preset as required, as long as the Trace Response->Visibilty checkbox is set to Block

  • Make sure that each node of your HUD is set to Set Hit Test Invisible unless that node needs to respond to events (note that the Graph tab->Class Defaults value only applies to the very root of the HUD hierarchy: you need to set the values in the Designer tab)

I hope this helps someone....!

--Mike--

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answered Nov 08 '18 at 07:56 PM

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mikeyj21
76 5 5 11

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Have you tried connecting the 'touched component' output on the 'begincursorover' event to the 'target' input on the 'set material' function?

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answered May 26 '15 at 06:29 AM

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Pyra
1 3

avatar image monodrobe Mar 16 '16 at 05:50 AM

Im having the same issue, what i ve noticed is both the onBeginCursorOver and onEndCursorOver both fire for a moment if I click. but nothing gets fired for simply moving the mouse over the intended geometry

avatar image KeaneTan Oct 24 '17 at 06:13 PM

hi monodrobe, I have the same problem as you. did you manage to find a solution? :)

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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.

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answered Mar 31 '17 at 09:02 PM

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callmeEarly
1 2 3

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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.

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answered Oct 01 '17 at 01:43 PM

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amstradcpcuser
41 6 10 14

avatar image Matt_Wesney Oct 24 '18 at 02:09 AM

You just simply need to have proper collision types set. From the sound of it just set to block all and you're done.

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