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Problem with OnBeginCursorOver and OnEndCursorOver

Hi,

I'm having a problem with my OnBeginCursorOver and OnEndCursorOver events. I'm trying to make target health frames pop up when I hover over an enemy and hide it when hovering away from the enemy. And also render custom depth to make an outline when hovering over an enemy. But the problem I have is that it only happens when I click the enemy and it stays only visible for 0.1 second. The OnEndCursorOver seems to be triggered right away even when I didn't hover away from the enemy yet. While the OnBeginCursorOver only trigger when I click or right click on an enemy.

I really don't get what's wrong. Any help would be greatly appreciated!

Thanks in advance!

alt text

Product Version: UE 4.13
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targetframes.png (170.0 kB)
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asked Sep 28 '16 at 10:12 AM in Blueprint Scripting

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Rebel Camp Games
20 4 7 11

avatar image mamoniem Sep 28 '16 at 02:07 PM

clearer image ? It's so blurry !

avatar image Rebel Camp Games Sep 28 '16 at 04:53 PM

I hope this one is better then!

alt text

targetframes.png (473.4 kB)
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1 answer: sort voted first

well, when it comes to mouse over events, it inot always a problem with the blueprint graph, as your graph kinda normal for me. So next steps is to:

  1. Make sure to "Set Enable Mouse Over Events" to True.

  2. Set the Skeletal Mesh's Collision to Block the Visibility Trace Response channel.

  3. OnBeginCursorOver/OnEndCursorOver don't work when a widget has its visibility set to 'Visible'. So set the visibility of the Widgets to "Self Hit Test Invisible", and that should make the events run normally.

So try those options, and let me know if still nothing works.

-m

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answered Sep 28 '16 at 06:05 PM

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mamoniem
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avatar image Rebel Camp Games Sep 28 '16 at 06:27 PM

tried to block collision visibility and set my widgets to self hit test invisible without luck. Where do I set the enable mouse over events though?

avatar image Rebel Camp Games Sep 28 '16 at 06:45 PM

thanks, but it didn't work either :(

avatar image mamoniem Sep 28 '16 at 07:24 PM

just go in steps:

1.Make sure that Enable MouseOver Events and Enable Mouse Click Events are set to True. Add a Get Player Controller node and drag out the nodes Set Enable Mouse Over Events and Set Enable Mouse Click Events.

2.In order for the character to be click-able you'll need to set the default Trace Channel to Pawn or Camera Right click the MyController blueprint and click on Edit Defaults, Locate the Mouse Interface tab and set Default Click Trace Channel to Pawn

copied from an old forum post.

avatar image mamoniem Sep 29 '16 at 05:40 PM

glad it worked :)

-m

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