In “Engine\Source\Runtime\Slate\Private\Widgets\Views” the file “STableViewBase.cpp” that I (believe) control List View and Tile View
at:
FReply STableViewBase::OnMouseButtonDown(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
{
// Zero the scroll velocity so the list stops immediately on mouse down, even if the user does not drag
InertialScrollManager.ClearScrollVelocity(true);
if (MouseEvent.GetEffectingButton() == EKeys::RightMouseButton)
{
OnRightMouseButtonDown(MouseEvent);
}
if (MouseEvent.GetEffectingButton() == EKeys::RightMouseButton && ScrollBar->IsNeeded())
{
AmountScrolledWhileRightMouseDown = 0;
// NOTE: We don't bother capturing the mouse, unless the user starts dragging a few pixels (see the
// mouse move handling here.) This is important so that the item row has a chance to select
// items when the right mouse button is released. Just keep in mind that you might not get
// an OnMouseButtonUp event for the right mouse button if the user moves off of the table before
// they reach our scroll threshold
return FReply::Handled();
}
else if (this->HasMouseCapture())
{
// Consume all mouse buttons while we are RMB-dragging.
return FReply::Handled();
}
return FReply::Unhandled();
}
handled always happens if the user clicks on an item.
The problem is that I need to access actions that are below the list item.
So far, I haven’t found a solution.
My problem is that I’m only using Blueprint. I can’t use CPP for Visual Studio performance reasons, and neither can Compilation Time.
My processor runs the Unreal Editor smoothly, but compiling or building it is terrible.