Bizarre issue with mouseover on actors. Mouseover event only fires on mouse press and sometimes release.

I have enabled on click and mouseover events in the player controller. I have created this test actor with a simple blueprint to try to get mouseover events working but am having a strange issue.


Whenever I mouse my cursor over the actor nothing happens, but when I click on the actor it responds with both events.

To clarify these are not on click events, they are on cursor over events, this behaviour is very strange to me. My expected behaviour is whenever I mouse over the actor the cursor event fires once. My question is how do I reach that expected behaviour and why is this strange click thing happening?

Here is a picture of my player controller settings.

Here is a video of what happens.
(https://youtu.be/4LrN7RGXj30)

In trying to troubleshoot the issue I tried setting the input mode to game only on event tick. When I did this mouseover events fired every tick that my mouse was over the actor and wasnt moving. This doesn’t make sense to me as I currently have nothing else setting my input mode. But when I set the input mode on begin play or on a debug key it does not fix the issue. When I hit the debug key to change input mode to game only while mousing over the actor it fires a mouseover event, the same way as when I click it

Does anyone know if this a bug, or just a knowledge/skill issue?

Hey @LegionDivided27!

I found this thread where a lot of people have had this issue, and multiple users came up with multiple solutions to multiple problems they were having with OnBeginCursorOver, between collision issues, settings not checked… There’s even one thing about widgets being set to “HitTestable” that were blocking objects in the environment. I suggest giving it a good look and checking things out!! :slight_smile:

Let us know how it goes and if you find anything of use!

2 Likes

I found the thread and it did help me.
I actually had two different issues, my first issue was that I had a transparent hud canvas panel covering the screen that had been set to visible when it needed to be set to not hit-testable. The second problem was that my enemy’s collision response was set not to include visibilty.

Thank you.

1 Like