Knowledge base
Knowledge base
Knowledge base
Free, anonymous browsing of Unreal Engine Blueprint examples, node references, and best practices. The same content the WoalzCraft plugin uses to generate Blueprints.
21 results for cursor
APlayerController method. Great for click-to-interact games.
Get Hit Result Under Cursor By ChannelUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoSetShowMouseCursorUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoAPlayerController property. Usually paired with SetInputModeUIOnly.
Set Show Mouse CursorUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoSetInputMode_UIOnlyUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoRoutes human input to the possessed Pawn. Owns mouse cursor, viewport access, and input mapping.
SetInputMode_GameOnlyUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoK2Node_EnhancedInputAction. ActionValue type depends on InputAction (Bool, Float, Axis2D, Axis3D). Triggers: Started, Ongoing, Triggered, Completed, Canceled.
EnhancedInputActionUE 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoSetup: Create InputAction assets (IA_Move Axis2D, IA_Jump Digital). Create InputMappingContext (IMC_Default) mapping keys to IAs. BeginPlay: GetPlayerController → GetEnhancedInputLocalPlayerSubsystem → AddMappingContext(IMC_Default, 0). Bind: EnhancedInputAction IA_Move → Triggered pin → ActionValue → BreakVector2D → AddMovementInput.
On Left Mouse Button pressed → GetHitResultUnderCursorByChannel(TraceChannel=Visibility) → Branch(ReturnValue=true) → BreakHitResult → Check HitActor: IsValid(HitActor) → Branch → True: interact with HitActor. Check ground: use ImpactPoint as the world position clicked. GetHitResultUnderCursorByChannel is on PlayerController. Inputs: 'TraceChannel' (ETraceTypeQuery) and 'bTraceComplex' (bool). Output: 'HitResult' (struct) and 'ReturnValue' (bool). Use BreakHitResult to get ImpactPoint, HitActor, etc.
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