Input touch is consuming all input

I am working on a mobile game and using event “InputTouch” to pan the camera for touch drags.

However using this event **even with “Consume Input” unchecked ** results in event consuming all touch input and EventBeginTouchInput event on other actors never fires

For example I had a cube which when you touch fired EventBeginTouchInput and printed a debug string to acknowledge it but after using “InputTouch” event on the pawn other actors wont respond to any touch.

Interesting. We’ll look in to this and see if we can’t get if fixed.

-Pete

Commander, we haven’t been able to reproduce this behavior in our latest code yet; which version are you seeing this in? Also, have you made any possibly related code changes? And what model device are you seeing the issue on?

With a begin touch hooked up to a cube in the level script it was possible to trigger output from it and a touch event on the player pawn at the same time.

I’m almost wondering if the easiest way to pass the repro steps on to us would be to create a blank blueprint project without starter content, reproduce the issue with a couple blueprint assets and attach the uasset files that you were able to get this bug with.

Many thanks,