Setting Priority Triggers
Setting Priority Triggers
Objects set as priority triggers always display tooltips regardless of mouse-over status. Use when you want to manually display specific tooltips.
Basic Usage
-
Set Priority Trigger
// Set object as priority trigger
ULayeredTooltipFunctionLibrary::SetPriorityTrigger(MyObject);
// Set by ID
ULayeredTooltipFunctionLibrary::SetPriorityTriggerById(TriggerId); -
Clear Priority Trigger
// Clear current priority trigger
ULayeredTooltipFunctionLibrary::ClearPriorityTrigger();
Usage Scenarios
- NPC Interaction: Automatically display interaction tooltips when player is near NPCs
- Item Inspection Mode: Automatically display tooltips on items in specific modes
- Quest Guide: Automatically display guidance tooltips on quest target objects
Related Functions
// Set/Clear priority triggers
static void SetPriorityTrigger(UObject* InTriggerObject);
static void SetPriorityTriggerById(const FString& InTriggerId);
static void ClearPriorityTrigger();
Important Notes
- Only one priority trigger can be set at a time.
- Objects must first be registered with
RegisterObjectAsTooltipTrigger
before setting as priority triggers. - Call
ClearPriorityTrigger()
when no longer needed to release priority status.