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Expose cursor events for actors and components
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nxrighthere committed Sep 4, 2020
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10 changes: 10 additions & 0 deletions API/ActorCursorDelegate(ObjectReference).md
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework')
## ActorCursorDelegate(UnrealEngine.Framework.ObjectReference) Delegate
Delegate for actor cursor events
```csharp
public delegate void ActorCursorDelegate(UnrealEngine.Framework.ObjectReference actor);
```
#### Parameters
<a name='UnrealEngine-Framework-ActorCursorDelegate(UnrealEngine-Framework-ObjectReference)-actor'></a>
`actor` [ObjectReference](./ObjectReference.md 'UnrealEngine.Framework.ObjectReference')

8 changes: 8 additions & 0 deletions API/ActorEventType.md
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Expand Up @@ -17,3 +17,11 @@ Called when actors stop overlapping
`OnActorHit` 2
Called when actors hit collisions

<a name='ActorEventType-OnActorBeginCursorOver'></a>
`OnActorBeginCursorOver` 3
Called when the mouse cursor is moved over an actor if mouse over events are enabled in the player controller

<a name='ActorEventType-OnActorEndCursorOver'></a>
`OnActorEndCursorOver` 4
Called when the mouse cursor is moved off an actor if mouse over events are enabled in the player controller

10 changes: 10 additions & 0 deletions API/ComponentCursorDelegate(ObjectReference).md
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework')
## ComponentCursorDelegate(UnrealEngine.Framework.ObjectReference) Delegate
Delegate for component cursor events
```csharp
public delegate void ComponentCursorDelegate(UnrealEngine.Framework.ObjectReference component);
```
#### Parameters
<a name='UnrealEngine-Framework-ComponentCursorDelegate(UnrealEngine-Framework-ObjectReference)-component'></a>
`component` [ObjectReference](./ObjectReference.md 'UnrealEngine.Framework.ObjectReference')

8 changes: 8 additions & 0 deletions API/ComponentEventType.md
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Expand Up @@ -17,3 +17,11 @@ Called when components stop overlapping
`OnComponentHit` 2
Called when components hit collisions

<a name='ComponentEventType-OnComponentBeginCursorOver'></a>
`OnComponentBeginCursorOver` 3
Called when the mouse cursor is moved over a component and mouse over events are enabled in the player controller

<a name='ComponentEventType-OnComponentEndCursorOver'></a>
`OnComponentEndCursorOver` 4
Called when the mouse cursor is moved off a component and mouse over events are enabled in the player controller

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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[ConsoleManager](./ConsoleManager.md 'UnrealEngine.Framework.ConsoleManager')
## ConsoleManager.RegisterCommand(string, string, UnrealEngine.Framework.ConsoleCommandDelegate, bool) Method
Creates and registers a callback function for a console command that takes no arguments, remains alive during the lifetime of the engine until unregistered
Creates and registers the callback function for a console command that takes no arguments, remains alive during the lifetime of the engine until unregistered
```csharp
public static void RegisterCommand(string name, string help, UnrealEngine.Framework.ConsoleCommandDelegate callback, bool readOnly=false);
```
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<a name='UnrealEngine-Framework-ConsoleManager-RegisterCommand(string_string_UnrealEngine-Framework-ConsoleCommandDelegate_bool)-callback'></a>
`callback` [ConsoleCommandDelegate(float)](./ConsoleCommandDelegate(float).md 'UnrealEngine.Framework.ConsoleCommandDelegate(float)')
The static function to call when the command is executed
The function to call when the command is executed

<a name='UnrealEngine-Framework-ConsoleManager-RegisterCommand(string_string_UnrealEngine-Framework-ConsoleCommandDelegate_bool)-readOnly'></a>
`readOnly` [System.Boolean](https://docs.microsoft.com/en-us/dotnet/api/System.Boolean 'System.Boolean')
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[InputComponent](./InputComponent.md 'UnrealEngine.Framework.InputComponent')
## InputComponent.BindAction(string, UnrealEngine.Framework.InputEvent, UnrealEngine.Framework.InputDelegate, bool) Method
Binds a callback function to an action defined in the project settings, or by using [AddActionMapping(string, string, bool, bool, bool, bool)](./Engine-AddActionMapping(string_string_bool_bool_bool_bool).md 'UnrealEngine.Framework.Engine.AddActionMapping(string, string, bool, bool, bool, bool)') and [AddActionMapping(string, string, bool, bool, bool, bool)](./PlayerInput-AddActionMapping(string_string_bool_bool_bool_bool).md 'UnrealEngine.Framework.PlayerInput.AddActionMapping(string, string, bool, bool, bool, bool)')
Binds the callback function to an action defined in the project settings, or by using [AddActionMapping(string, string, bool, bool, bool, bool)](./Engine-AddActionMapping(string_string_bool_bool_bool_bool).md 'UnrealEngine.Framework.Engine.AddActionMapping(string, string, bool, bool, bool, bool)') and [AddActionMapping(string, string, bool, bool, bool, bool)](./PlayerInput-AddActionMapping(string_string_bool_bool_bool_bool).md 'UnrealEngine.Framework.PlayerInput.AddActionMapping(string, string, bool, bool, bool, bool)')
```csharp
public void BindAction(string actionName, UnrealEngine.Framework.InputEvent keyEvent, UnrealEngine.Framework.InputDelegate callback, bool executedWhenPaused=false);
```
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[InputComponent](./InputComponent.md 'UnrealEngine.Framework.InputComponent')
## InputComponent.BindAxis(string, UnrealEngine.Framework.InputAxisDelegate, bool) Method
Binds a callback function to an axis defined in the project settings, or by using [AddAxisMapping(string, string, float)](./Engine-AddAxisMapping(string_string_float).md 'UnrealEngine.Framework.Engine.AddAxisMapping(string, string, float)') and [AddAxisMapping(string, string, float)](./PlayerInput-AddAxisMapping(string_string_float).md 'UnrealEngine.Framework.PlayerInput.AddAxisMapping(string, string, float)')
Binds the callback function to an axis defined in the project settings, or by using [AddAxisMapping(string, string, float)](./Engine-AddAxisMapping(string_string_float).md 'UnrealEngine.Framework.Engine.AddAxisMapping(string, string, float)') and [AddAxisMapping(string, string, float)](./PlayerInput-AddAxisMapping(string_string_float).md 'UnrealEngine.Framework.PlayerInput.AddAxisMapping(string, string, float)')
```csharp
public void BindAxis(string axisName, UnrealEngine.Framework.InputAxisDelegate callback, bool executedWhenPaused=false);
```
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8 changes: 8 additions & 0 deletions API/PlayerController-EnableMouseOverEvents.md
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[PlayerController](./PlayerController.md 'UnrealEngine.Framework.PlayerController')
## PlayerController.EnableMouseOverEvents Property
Gets or sets whether the mouse over events should be generated
```csharp
public bool EnableMouseOverEvents { get; set; }
```
#### Property Value
[System.Boolean](https://docs.microsoft.com/en-us/dotnet/api/System.Boolean 'System.Boolean')
1 change: 1 addition & 0 deletions API/PlayerController.md
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Expand Up @@ -8,6 +8,7 @@ Inheritance [System.Object](https://docs.microsoft.com/en-us/dotnet/api/System.O
### Constructors
- [PlayerController(string, UnrealEngine.Framework.Blueprint)](./PlayerController-PlayerController(string_Blueprint).md 'UnrealEngine.Framework.PlayerController.PlayerController(string, UnrealEngine.Framework.Blueprint)')
### Properties
- [EnableMouseOverEvents](./PlayerController-EnableMouseOverEvents.md 'UnrealEngine.Framework.PlayerController.EnableMouseOverEvents')
- [IsPaused](./PlayerController-IsPaused.md 'UnrealEngine.Framework.PlayerController.IsPaused')
- [ShowMouseCursor](./PlayerController-ShowMouseCursor.md 'UnrealEngine.Framework.PlayerController.ShowMouseCursor')
### Methods
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2 changes: 2 additions & 0 deletions API/UnrealEngine-Framework.md
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- [UpdateTransformFlags](./UpdateTransformFlags.md 'UnrealEngine.Framework.UpdateTransformFlags')
- [WindowMode](./WindowMode.md 'UnrealEngine.Framework.WindowMode')
### Delegates
- [ActorCursorDelegate(UnrealEngine.Framework.ObjectReference)](./ActorCursorDelegate(ObjectReference).md 'UnrealEngine.Framework.ActorCursorDelegate(UnrealEngine.Framework.ObjectReference)')
- [ActorHitDelegate(UnrealEngine.Framework.ObjectReference, UnrealEngine.Framework.ObjectReference, System.Numerics.Vector3, UnrealEngine.Framework.Hit)](./ActorHitDelegate(ObjectReference_ObjectReference_Vector3_Hit).md 'UnrealEngine.Framework.ActorHitDelegate(UnrealEngine.Framework.ObjectReference, UnrealEngine.Framework.ObjectReference, System.Numerics.Vector3, UnrealEngine.Framework.Hit)')
- [ActorOverlapDelegate(UnrealEngine.Framework.ObjectReference, UnrealEngine.Framework.ObjectReference)](./ActorOverlapDelegate(ObjectReference_ObjectReference).md 'UnrealEngine.Framework.ActorOverlapDelegate(UnrealEngine.Framework.ObjectReference, UnrealEngine.Framework.ObjectReference)')
- [ComponentCursorDelegate(UnrealEngine.Framework.ObjectReference)](./ComponentCursorDelegate(ObjectReference).md 'UnrealEngine.Framework.ComponentCursorDelegate(UnrealEngine.Framework.ObjectReference)')
- [ComponentHitDelegate(UnrealEngine.Framework.ObjectReference, UnrealEngine.Framework.ObjectReference, System.Numerics.Vector3, UnrealEngine.Framework.Hit)](./ComponentHitDelegate(ObjectReference_ObjectReference_Vector3_Hit).md 'UnrealEngine.Framework.ComponentHitDelegate(UnrealEngine.Framework.ObjectReference, UnrealEngine.Framework.ObjectReference, System.Numerics.Vector3, UnrealEngine.Framework.Hit)')
- [ComponentOverlapDelegate(UnrealEngine.Framework.ObjectReference, UnrealEngine.Framework.ObjectReference)](./ComponentOverlapDelegate(ObjectReference_ObjectReference).md 'UnrealEngine.Framework.ComponentOverlapDelegate(UnrealEngine.Framework.ObjectReference, UnrealEngine.Framework.ObjectReference)')
- [ConsoleCommandDelegate(float)](./ConsoleCommandDelegate(float).md 'UnrealEngine.Framework.ConsoleCommandDelegate(float)')
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[World](./World.md 'UnrealEngine.Framework.World')
## World.SetOnActorBeginCursorOverCallback(UnrealEngine.Framework.ActorCursorDelegate) Method
Sets the callback function that is called when the mouse cursor is moved over an actor if mouse over events are enabled in the player controller
```csharp
public static void SetOnActorBeginCursorOverCallback(UnrealEngine.Framework.ActorCursorDelegate callback);
```
#### Parameters
<a name='UnrealEngine-Framework-World-SetOnActorBeginCursorOverCallback(UnrealEngine-Framework-ActorCursorDelegate)-callback'></a>
`callback` [ActorCursorDelegate(UnrealEngine.Framework.ObjectReference)](./ActorCursorDelegate(ObjectReference).md 'UnrealEngine.Framework.ActorCursorDelegate(UnrealEngine.Framework.ObjectReference)')

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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[World](./World.md 'UnrealEngine.Framework.World')
## World.SetOnActorBeginOverlapCallback(UnrealEngine.Framework.ActorOverlapDelegate) Method
Sets the static callback function that is called when actors start overlapping
Sets the callback function that is called when actors start overlapping
```csharp
public static void SetOnActorBeginOverlapCallback(UnrealEngine.Framework.ActorOverlapDelegate callback);
```
#### Parameters
<a name='UnrealEngine-Framework-World-SetOnActorBeginOverlapCallback(UnrealEngine-Framework-ActorOverlapDelegate)-callback'></a>
`callback` [ActorOverlapDelegate(UnrealEngine.Framework.ObjectReference, UnrealEngine.Framework.ObjectReference)](./ActorOverlapDelegate(ObjectReference_ObjectReference).md 'UnrealEngine.Framework.ActorOverlapDelegate(UnrealEngine.Framework.ObjectReference, UnrealEngine.Framework.ObjectReference)')
The static function to call when an actor start overlapping with another one

10 changes: 10 additions & 0 deletions API/World-SetOnActorEndCursorOverCallback(ActorCursorDelegate).md
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[World](./World.md 'UnrealEngine.Framework.World')
## World.SetOnActorEndCursorOverCallback(UnrealEngine.Framework.ActorCursorDelegate) Method
Sets the callback function that is called the mouse cursor is moved off an actor if mouse over events are enabled in the player controller
```csharp
public static void SetOnActorEndCursorOverCallback(UnrealEngine.Framework.ActorCursorDelegate callback);
```
#### Parameters
<a name='UnrealEngine-Framework-World-SetOnActorEndCursorOverCallback(UnrealEngine-Framework-ActorCursorDelegate)-callback'></a>
`callback` [ActorCursorDelegate(UnrealEngine.Framework.ObjectReference)](./ActorCursorDelegate(ObjectReference).md 'UnrealEngine.Framework.ActorCursorDelegate(UnrealEngine.Framework.ObjectReference)')

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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[World](./World.md 'UnrealEngine.Framework.World')
## World.SetOnActorEndOverlapCallback(UnrealEngine.Framework.ActorOverlapDelegate) Method
Sets the static callback function that is called when actors end overlapping
Sets the callback function that is called when actors end overlapping
```csharp
public static void SetOnActorEndOverlapCallback(UnrealEngine.Framework.ActorOverlapDelegate callback);
```
#### Parameters
<a name='UnrealEngine-Framework-World-SetOnActorEndOverlapCallback(UnrealEngine-Framework-ActorOverlapDelegate)-callback'></a>
`callback` [ActorOverlapDelegate(UnrealEngine.Framework.ObjectReference, UnrealEngine.Framework.ObjectReference)](./ActorOverlapDelegate(ObjectReference_ObjectReference).md 'UnrealEngine.Framework.ActorOverlapDelegate(UnrealEngine.Framework.ObjectReference, UnrealEngine.Framework.ObjectReference)')
The static function to call when an actor end overlapping with another one

3 changes: 1 addition & 2 deletions API/World-SetOnActorHitCallback(ActorHitDelegate).md
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[World](./World.md 'UnrealEngine.Framework.World')
## World.SetOnActorHitCallback(UnrealEngine.Framework.ActorHitDelegate) Method
Sets the static callback function that is called when actors hit collisions
Sets the callback function that is called when actors hit collisions
```csharp
public static void SetOnActorHitCallback(UnrealEngine.Framework.ActorHitDelegate callback);
```
#### Parameters
<a name='UnrealEngine-Framework-World-SetOnActorHitCallback(UnrealEngine-Framework-ActorHitDelegate)-callback'></a>
`callback` [ActorHitDelegate(UnrealEngine.Framework.ObjectReference, UnrealEngine.Framework.ObjectReference, System.Numerics.Vector3, UnrealEngine.Framework.Hit)](./ActorHitDelegate(ObjectReference_ObjectReference_Vector3_Hit).md 'UnrealEngine.Framework.ActorHitDelegate(UnrealEngine.Framework.ObjectReference, UnrealEngine.Framework.ObjectReference, System.Numerics.Vector3, UnrealEngine.Framework.Hit)')
The static function to call when an actor hit another one

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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[World](./World.md 'UnrealEngine.Framework.World')
## World.SetOnComponentBeginCursorOverCallback(UnrealEngine.Framework.ComponentCursorDelegate) Method
Sets the callback function that is called when the mouse cursor is moved over a component and mouse over events are enabled in the player controller
```csharp
public static void SetOnComponentBeginCursorOverCallback(UnrealEngine.Framework.ComponentCursorDelegate callback);
```
#### Parameters
<a name='UnrealEngine-Framework-World-SetOnComponentBeginCursorOverCallback(UnrealEngine-Framework-ComponentCursorDelegate)-callback'></a>
`callback` [ComponentCursorDelegate(UnrealEngine.Framework.ObjectReference)](./ComponentCursorDelegate(ObjectReference).md 'UnrealEngine.Framework.ComponentCursorDelegate(UnrealEngine.Framework.ObjectReference)')

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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[World](./World.md 'UnrealEngine.Framework.World')
## World.SetOnComponentBeginOverlapCallback(UnrealEngine.Framework.ComponentOverlapDelegate) Method
Sets the static callback function that is called when primitive components start overlapping
Sets the callback function that is called when primitive components start overlapping
```csharp
public static void SetOnComponentBeginOverlapCallback(UnrealEngine.Framework.ComponentOverlapDelegate callback);
```
#### Parameters
<a name='UnrealEngine-Framework-World-SetOnComponentBeginOverlapCallback(UnrealEngine-Framework-ComponentOverlapDelegate)-callback'></a>
`callback` [ComponentOverlapDelegate(UnrealEngine.Framework.ObjectReference, UnrealEngine.Framework.ObjectReference)](./ComponentOverlapDelegate(ObjectReference_ObjectReference).md 'UnrealEngine.Framework.ComponentOverlapDelegate(UnrealEngine.Framework.ObjectReference, UnrealEngine.Framework.ObjectReference)')
The static function to call when a primitive component start overlapping with another one

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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[World](./World.md 'UnrealEngine.Framework.World')
## World.SetOnComponentEndCursorOverCallback(UnrealEngine.Framework.ComponentCursorDelegate) Method
Sets the callback function that is called when the mouse cursor is moved off a component and mouse over events are enabled in the player controller
```csharp
public static void SetOnComponentEndCursorOverCallback(UnrealEngine.Framework.ComponentCursorDelegate callback);
```
#### Parameters
<a name='UnrealEngine-Framework-World-SetOnComponentEndCursorOverCallback(UnrealEngine-Framework-ComponentCursorDelegate)-callback'></a>
`callback` [ComponentCursorDelegate(UnrealEngine.Framework.ObjectReference)](./ComponentCursorDelegate(ObjectReference).md 'UnrealEngine.Framework.ComponentCursorDelegate(UnrealEngine.Framework.ObjectReference)')

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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[World](./World.md 'UnrealEngine.Framework.World')
## World.SetOnComponentEndOverlapCallback(UnrealEngine.Framework.ComponentOverlapDelegate) Method
Sets the static callback function that is called when primitive components end overlapping
Sets the callback function that is called when primitive components end overlapping
```csharp
public static void SetOnComponentEndOverlapCallback(UnrealEngine.Framework.ComponentOverlapDelegate callback);
```
#### Parameters
<a name='UnrealEngine-Framework-World-SetOnComponentEndOverlapCallback(UnrealEngine-Framework-ComponentOverlapDelegate)-callback'></a>
`callback` [ComponentOverlapDelegate(UnrealEngine.Framework.ObjectReference, UnrealEngine.Framework.ObjectReference)](./ComponentOverlapDelegate(ObjectReference_ObjectReference).md 'UnrealEngine.Framework.ComponentOverlapDelegate(UnrealEngine.Framework.ObjectReference, UnrealEngine.Framework.ObjectReference)')
The static function to call when a primitive component end overlapping with another one

3 changes: 1 addition & 2 deletions API/World-SetOnComponentHitCallback(ComponentHitDelegate).md
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### [UnrealEngine.Framework](./UnrealEngine-Framework.md 'UnrealEngine.Framework').[World](./World.md 'UnrealEngine.Framework.World')
## World.SetOnComponentHitCallback(UnrealEngine.Framework.ComponentHitDelegate) Method
Sets the static callback function that is called when components hit collisions
Sets the callback function that is called when components hit collisions
```csharp
public static void SetOnComponentHitCallback(UnrealEngine.Framework.ComponentHitDelegate callback);
```
#### Parameters
<a name='UnrealEngine-Framework-World-SetOnComponentHitCallback(UnrealEngine-Framework-ComponentHitDelegate)-callback'></a>
`callback` [ComponentHitDelegate(UnrealEngine.Framework.ObjectReference, UnrealEngine.Framework.ObjectReference, System.Numerics.Vector3, UnrealEngine.Framework.Hit)](./ComponentHitDelegate(ObjectReference_ObjectReference_Vector3_Hit).md 'UnrealEngine.Framework.ComponentHitDelegate(UnrealEngine.Framework.ObjectReference, UnrealEngine.Framework.ObjectReference, System.Numerics.Vector3, UnrealEngine.Framework.Hit)')
The static function to call when a primitive component hit another one

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