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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
  1. Set Priority Trigger

    // Set object as priority trigger
    ULayeredTooltipFunctionLibrary::SetPriorityTrigger(MyObject);

    // Set by ID
    ULayeredTooltipFunctionLibrary::SetPriorityTriggerById(TriggerId);
  2. 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
// 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.