I’m trying to make a grid that I can hover my mouse over different squares and they “activate” by lighting up. I made a simple blueprint for a grid square to become opaque when I hove my cursor over it.
In the first screenshot it shows the B2 tile activated. You can’t see my cursor but it is not hovering over the tile.
The b side tiles activate when I move the character to the right but only when they come close to the edge of the screen. Same with the A tiles, they activate when I move the character to the left the and edge of the right side of the screen comes close to the tile.
I have no idea what’s going on. I don’t know if it something with my controller, character, or grid blueprint. I have my controller setup so that I can click on an area and the character will move to that spot. Maybe something is interfering with the hover somehow? I would love to hear some ideas. Let me know if you need screenshots of other blueprints.
Hello,
I am quite sure it will not help but :
i had some troubles with a graphic inventory in hud with my mouse over event effect which sometimes was on the right square and sometimes not.
It was because my hitboxes where aligned without spaces. Without changing textures size, I reduced my hitboxes size by 1 and the over was perfect.
If Irakil’s ideas don’t help you too, yes, add some blueprints, some more “debug hunting gamers” will like to have a look and find the trouble. (but some of them will be a bit busy this week end…) ^^
Hey guys, thanks for the reply’s. As far as I know the dynamic material is set up right and yes, I do have the cursor hovering over the tile. Here’s a video showing you what I’m dealing with.
Just after making this video, suddenly I can’t get it to recognize a cursor over. I do have it set to recognize mouse over events in my controller. Everything works fine if I use a component begin overlap event though. Could this just be a bug in UE4?
As is typical with most of my problems, I figured this out on my own…sort of. I ended up starting a completely new project just to troubleshoot using the cursor over event. I discovered that within the collision settings for my collision box, the “visibility” box under “Trace Responses” needs to be set to “Block”. After I checked that the event fired perfectly. I haven’t been able to figure out why the box would appear at the edge of the screen. It wasn’t behaving that way in the new project so if I run into that problem again, based off the responses I’ve received from this thread, I’m sure I’ll figure it out myself once more. ONWARD!