---
title: Custom highlight style
product: Advanced Framework Pro
version: 1.0
engine: Unreal Engine 5.8
updated: 2026-10-05
canonical: https://docs.human-codeable.com/workflows/custom-highlight-style.html
---

# Custom highlight style

By the end of this you will have your own hover feedback style, usable by any interaction.

## Steps

1. Create a Blueprint deriving from `BPC_Highlight`.
2. Override `StartHighlight` and `EndHighlight` with your effect.
3. Override `UpdateColor` if your effect is colour-driven.
4. Set your new class as **Highlight Class** on any interaction component.

[![The three shipped highlight styles compared](../images/AFS_Core_Highlight_styles-1600.webp?v=1c31116d)](../images/AFS_Core_Highlight_styles-1600.webp?v=1c31116d)

The three shipped highlight styles compared

## Notes

The base class handles the lifetime for you: `TickHighlight` is called every frame while hovering, and `EndHighlight` fires automatically once those calls stop. You never need to detect unhover.

Look at the three shipped styles for reference — `BPC_Highlight_Material` drives material parameters, `BPC_Highlight_MeshCopy` spawns duplicate geometry, and `BPC_Highlight_PostProcess` uses a shared stencil-based outline.
