OnBeginCursorOver Event not triggering for coponents created during runtime?


I have problems getting OnBeginCursorOver to trigger correctly. I’ve set up the player controller, and it works fine for any actor components that are created in the viewport. But when I add a component at begin play, or anywhere during runtime (I’ve tried with both collision box and static mesh), I can’t get it to trigger. Collision itself works fine, overlap events are true.

Is this a bug, intended behaviour, or am I just missing something?

For some context: I want to have an array of collision boxes and have each of them check for mouseover.

I was somehow not able to get the image embedded directly in the post. Sorry for that. :confused:

Edit: The spawned mesh is also blocking the mouse event of the viewport mesh, which makes sense, since it’s in front of it. So collision is definetly working. It just isn’t triggering the event itself :frowning:

Edit2: I actually found a workaround. By using the “Bind Event on BeginCursorOver” node, I was able to detect the mouse over. So that pretty much solved my problem. I’m going to leave this question up anyway, since I now more strongly than before think that the Event itself is bugged, or at least not working as intended.

Hey -

Thank you for submitting a bug report. I have reproduced this issue and logged a report for it here Unreal Engine Issues and Bug Tracker (UE-37580) . You can track the report’s status as the issue is reviewed by our development staff.


Nice, thank you.

The link takes me to an Unknown Issue though. May be because it takes a while to update though. Sorry for my ignorance, this is my first bug report ^^’

No worries - the issue was not showing as public as it should have been. I have updated it and it should be visible from the link now.

Hey -

I was informed that just assigning the new component to a variable isn’t enough, you’ll need to actually bind the event to the new component after it is spawned. Here is the documentation on how to do so.