Would like some mor details on your current setup (screenshots, souce code always help, and give back to the community).
If you already have an item actor, the item actor itself would contain a widget component. I assume you already set up whis widget component to display the item name (say, during the actor’s BeginPlay or similar setup event). Then you’d only have to change the visibility of the widget when the cursor hovers over the item actor right? Then I’m not sure where your problem is in the code?
And are you a blueprint or c++ user?
References:
There’s the widget component which can be added to any actor, to render any UserWidget:
UWidgetComponent | Unreal Engine 5.6 Documentation | Epic Developer Community
There’s the “BeginPlay” method, which can be used by an actor to perform self setup. You can pass on its item name to its widget component there:
There are methods to get content under the cursor position:
My idea is, if you have already set up the widget component to use the item name from its owning Item Actor, the challenge that remains is that you need to control the Widget Component visibility. It should be visible when the cursor is over the Item Actor, and invisible when not? Or where else are you facing a challenge?
The point of programming is to set up this logic just once in a base class. You’d inject the item information (item name, an icon, maybe a description), but one code class can handle that injection.
Linking that video and pointing out where you get stuck helps as well.