Its Triggering with an Offset from a Cursor I don’t know why?
ShowFlag.Collision 1
→ what do you see?- the collider might be much larger than the mesh → open the asset and show collision there, too.
- are we sure it’s not printed by another component hiding elsewhere in the graph?
after running command.
Its a Box Mesh added in Unreal.
whole Blueprint Nothing else is Triggering it.
Weird Thing I Noticed just right now When i Do Shift+F1 for showing Cursor It Works but With Locked Cursor it Dont Work!
So whats happening to Mouse Pointer Position when Game is Played in Editor?
is Cursor Not Centered when in First Person Template?
But… there seems to some kind of confusion here. Are you trying to use a hidden / inactive cursor to detect OnBeginCursorOver while not actively using a pointing device to control it?! Because that kind of interaction is done with camera traces + interface. Using cursor for this will be unreliable and inconsistent at best.
You could probably set cursor location to screen centre but… that’s just not the right tool to do it. The traditional method would be close to this:
The above has a redundant extras bit for detecting interactives in proximity. The gist - we trace along a camera vector, send interface messages to the hit components, the components can respond if they so wish.
Here’s another example:
Note this has nothing to do with the mouse cursor.
Thank You I think I Got it , I will Look More into Interfaces Topic