Mouse disable during multigate camera setup
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 :)
asked Apr 22 '15 at 10:42 AM in Blueprint Scripting
Did you tried simply disabling the input? Why it is not working for you?
answered Apr 23 '15 at 09:36 AM
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()
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