Level Blueprint

For more information about the Level Blueprint UI, see Level Blueprint UI.

Mouse-Over Setup

You can see in the Level Blueprint a section with an OnBeginCursorOver and an OnEndCursorOver event. This network simply changes the look of the cursor when it sits on top of the Editor Cube object.

  • OnBeginCursorOver - This is triggered whenever the mouse cursor moves over a specific object. In this case, the Editor Cube, which can be seen moving back and forth during play.

  • OnEndCursorOver - This gets called once the cursor moves off the indicated object, which, once again, is the Editor Cube.

These events can be created for a given object by selecting the object in the Viewport or World Outliner, then, in the Blueprint editor window, right-click in the Graph and choose Add Event for YourObject > Input > Mouse Input > Add OnBeginCursorOver or Add OnEndCursorOver.

Mouse Click Setup

The Level Blueprint also includes a setup for handling mouse clicks.

Generally speaking, the network here simply alternates between starting and stopping the Editor Cube's Matinee by way of a FlipFlop flow control node. Note that there are two separate events that drive the network. By having both of these events, the network can be called from a mouse on a computer or by a finger touch on a mobile device.

  • OnInputTouchBegin - This gets called on a Touch event on the specified object, which happens when a player touches the screen on a mobile device.

  • OnClicked - This event gets called when the player clicks the mouse on the specified object.

These events can be created for a given object by selecting the object in the Viewport or World Outliner, then, in the Level Blueprint's Event Graph, right-click in the Graph and choose Add Event for YourObject > Input > Touch Input > Add OnInputTouchBegin or Add Event for YourObject > Input > Mouse Input > Add OnClicked.