Handle redundant InputActions (in Pawn and HUD)
i have a big problem and hope there is somebody out there who knows how to solve this :D
I have MouseWheelUp and -Down Inputs and use them in a Pawn and a HUD. If the Input is enabled in the HUD, the Engine takes the input from that. If I disable the input in the HUD, the Engine takes the input from the pawn.
I have made a minimap and when i hover it, the engine shall take the HUD input to zoom in and out. If the minimap is not hovered the input from Pawn shall be taken.
I could enable/disable the input when hovered/not hovered, but that is morelike bug-using :D
Thanks in advance
asked Apr 25 '15 at 05:55 PM in Blueprint Scripting
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