Mouse disable during multigate camera setup

Hi all,

still getting my head around blueprints and scripting, and trust me I have searched on here before asking, but just cant find a way of disabling mouse control whilst a camera is blending from one location to the next via multigate and then re-enabling it to trigger the next blend…

have tried enable/disable mouse input with a delay set to the same duration as the camera blend which worked to a point…but made the node structure a real mess, I’ve tried everything else I can think of and have been able to find search on here with no luck.

could be there`s an easy/ better solution and my setup is a total redundant noob mess, so please go easy if there is :slight_smile:

tia

thanks for the fast reply, I’d left it uncollapsed just so I could visualize what what was happening with adjustments I made, as I’m still new to all this.

sure there are more elegant ways of achieving the result, hopefully this BP will evolve with my understanding of UE.

have you thought about using a Function to clean in up.

BP can become very messy without Custom Event or Function.

You could also collapse Node to neatness.

Why are you using a gate here, you have nothing plugged in to reset?

I based my BP off this one

https://answers.unrealengine.com/questions/39116/switching-between-multiple-cameras-in-blueprints.html

Your last node is not plugged in either.

Azarus - yep thats what I tried, but couldnt get the enable to coincide with the end of the camera blend

I want the user to have control over when the next camera blend is triggered ( just not during the blend transition ) or I’d have prob used a sequence setup

blank BP was a little daunting being new to the scripting side of things, so searching around on here and finding that BP seemed like a good base to start from.

Did you tried simply disabling the input? Why it is not working for you?

Then you’re doing something wrong?
Here is a video tutorial:

Have you plugged in the last node?

The problem could be, that you can’t use a callback for setViewTargetWithBlend(). The next execution node will immediately fire and not waiting for the end of the blend (which seems to be a async. method). As there is no ‘completed’ pin (like for timelines), you could try to manually sync this with a delay node.

Like so:
disableInput() → setViewTargetWithBlend(5 seconds) → delay(5s) → enableInput()

Thanks all for your help, yep plugged in the last node and thats the tutorial I used when trying to get the disable/enable to work, obviously something I’m messing up.

I dont have much left for this little test I’m doing, so have changed the BP to autorun through the camera list in a looped sequence with no input…will do for now, plan to revisit mouse control when I’ve learned more and have a better understanding

Thanks for the idea, have made a note and will give it a go