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Text panel showing upon hover over object.

Dear all,

I want to make an event for all object that i have, once i hover over or mouse press it will show text panel over the object(which later on i am planning to read these text value from excel file). so i have two question.

1- from where to start? 2- what is the easiest way to make one event for all available objects?

Product Version: UE 4.19
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asked May 16 '18 at 06:12 AM in Using UE4

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Mohammad Nawar
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avatar image Mohammad Nawar May 16 '18 at 08:11 AM

Ok lets make this simpler i have an character so i want to add event on begin cursor over (cursor over object) it will show the object name as text, please help alt text

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2 answers: sort voted first

Finally found it

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answered May 20 '18 at 09:59 AM

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Mohammad Nawar
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avatar image mightyenigma May 20 '18 at 11:24 PM

Well that's cool. I didnt know about that node.

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Sorry not to give a full answer, but I think if you learn some basic UMG tutorials and learn how to use Blueprint Interfaces, then you will know what to do.

You will have to decide if you want to display the text on the viewport HUD or in the world. If in the world, you must spawn or make visible and change text on a Widget Component that is on the object you're hovering mouse over.

If on the HUD you must project the world coordinates of the object to screen coordinates to position it in the right place.

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answered May 16 '18 at 11:33 PM

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avatar image Mohammad Nawar May 17 '18 at 06:02 AM

Firstly thank you for your answer, i been developing my situation and am almost there and now am stuck again. just i want to find a way once my mouse hover over any object (Not Widget) will read it. since i will have many object in the level i can't add event for each object i want to make something general. what i could reach that to add event per object and it worked with me.(i am using level blueprint)

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avatar image mightyenigma May 17 '18 at 05:55 PM

You could do a linetrace from the deprojection of the mouse cursor position on screen in world coordinates, forward in the viewport camera's rotation, really far (like hundreds of thousands of unreal units) and then have it report the hit results of the trace.

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