I speculate this is a bug, so I am removing my post from “Using UE4” to post it here.
We have an actor on our map with a cube static mesh. OnClick event for the actor (mesh component actually) doesn’t work. On the other hand, OnBeginCursorOver event… well it kinda works. But it fires not during mouse-hover of the component, but when we click on it. (Both RMB and LMB clicks trigger it). I don’t remember something like this happening in other projects. Have I overlooked some detail? Or is this a bug?
EDIT: Tested again in a new empty project. OnClick and OnBeginCursorOver fire when they are suppose to fire. Either we made an unintentional change in our project or that’s definetely a bug
EDIT 2: After massive amount of testing, I figured that this is related with one of our Widget Blueprints. I played around with the Widget Blueprint. Only, setting the class to “collapsed” status inverted the issue. Also removing “Create Widget” and “Add To Viewport” nodes for this Widget Blueprint in Level Blueprint did the trick as well. The problem is, this Widget Blueprint has so many children that it will be hard to rescript from beginning.)
EDIT 3:: Further investigating the issue, I noticed that similar things happen in all widget blueprints. When clicking on a mesh through %50 transparent widget, it triggers the OnBeginCursorOver. I don’t exactly know how would I prevent mouse events through widget elements. But based on the logic here, our original Widget Blueprint works as if it is covering the entire screen. It has a Horizontal Box as master instead of Canvas Panel, maybe that can be the cause?