Hello,
I have a situation when i hover over a mesh i get a widget to display and it has an mouse click event that changes it’s material.
Now the problem is that i have to be in a certain position or face in the right angle on the mesh to activate the material change and also click a lot for the material to change and it doesn’t work as intended.
My question is, how do i control the attentuation or sensitivity of the mouse over event and make it work smoother? Have i done something wrong here? Any help would be appreciated. I’m pretty new with UE5 and blueprints so please be mindful. Thank you
Here I am left mouse clicking like crazy, but it’s only active on certain spots on the mesh…



Why not debug it and see what the trace is actually hitting?
I am new and my understanding of blueprints isn’t really great yet, i will try to debug and see what i get. Thank you!
Should these lines be placed on the ‘mesh object’ or my ‘first person character’? Do they need to be plugged into something else? where should the debug string appear? Sorry for this many questions
Place the debug string node here:
You can use the existing sphere trace for this. The name of the hit actor should appear smack bang in the middle of the screen where your icon / crosshair is.
Essentially, I am expecting we’re hitting something else than the couch; that, or the couch’s collision box is not proper in some what. Hard to tell without knowing more.
You can also hit tilde and:
To see the actual hit boxes. Maybe the pillows are in the way and we’re accidently hitting those?
I did as you instructed and I am not getting any hit actor names…
As for mouseover activation, i’m using a ‘tag’ = usable on the mesh
also here’s a screenshot of the collision boxes…
so basically, my hover over is working fine as the widget icon is appearing correctly, it’s just the material change that’s not functioning properly. somehow it’s in particular spots and angles of the mesh… it’s so strange
Nah, mate. Use the existing sphere trace. Plug in the wires into the debug node.
Essentially, insert the debug node into the existing script and feed it the same data you’re feeding everything else.
I don’t understand exactly where to plug what, but i can see that the coordinates don’t appear on some parts of the mesh… ughhhhhhh
I’m always left mouse clicking here. some spots it works fine and others it just doesn’t respond at all
Hey, toook a while to figure out, but it seems to be hitting the sofa all the time, nothing is blocking the view. tried hovering all over the place and it’s working correctly. The pillows are ignored
This isn’t working as i’d want, i have to hit a specific spot to change the material. Now i know that it’s done incorrectly, but i can’t find a way to solve it. Any suggestions?
So the issue was that I wasn’t using the correct Input for the action. It was meant to be set to ‘Event Use’ from my actor interface rather then FirstPerson BP… It’s now working super smooth!
THANK YOU for your responses.