I just recently started to learn about BluePrints in Unreal Engine 4. I’m trying to achieve some sort of interactable event when the cursor (A widget) hover an actor. What I’m trying to do is to have doors slightly opening when the player has their cursor on them, leading to an event(In my case, the player would teleport into a locker).
I followed a tutorial for the dot widget and made sure to setup everything correctly. I made it so that when the widget is hovering my actor, it will play a string that says: “Interactable”, But instead of only doing it once, it keeps repeating it over and over. Because of this, the animation of the door of the locker always start over and over, unable to fully play. I don’t want to have the animation plays when the player clicks the interact button and instead just have it play once when the mouse hover the actor.
Thank you for helping.
Hey @AnOrangeGuy! Welcome to the Forums!
Not seeing where you are implementing your text and animation, however, are you using a do once node? If not, that may be worth a try, and possibly giving a custom event for when the mouse leaves so that it can reset that node.
If that doesn’t work, could you share your blueprints where your mouse ever event is implemented?
Any additional specifics you provide may go a long way in solving your problem, and I hope the above solution works for you!
Hi, So I added a “Do Once” node and it worked. Thank you so much. So when my widget cursor is on my actor, it sends an interface to my Locker blueprints. I’m able to get the message and start the animation on the door and made a Boolean variable to check if my cursor is on or not. But now, my problem is that it doesn’t seem to work for when the cursor is OFF the actor. I made sure to see if it was able to go through a String node and it did, but when I used the Interface (Message) Node, it wouldn’t send it unlike when it the cursor is on the actor.
when the mouse hovers -
when the mouse should not hovers -