InputAction Pressed/Released event consumption
I've noticed a behavior and cannot tell if it is a bug or not.
In my game, the player has a cell phone. When the player brings up the cell phone, most standard input functions are consumed by the phone, so for example InputAxis Forward and InputAxis Right are disabled by placing the event blocks and connecting them to nothing.
However, I also want to trigger a phone action off of the Release pin from an InputAction block, but not the Pressed. I have noticed that if I leave the Pressed pin empty, Pressed events are NOT consumed, and trigger (unwanted) behavior farther down the input tree. The Consume Input flag IS checked here.
I could see the case for having this be as-designed. But if it IS intentional, what is the best practice/most efficient "do nothing" block to attach to an InputAction to ensure that the event is consumed without doing anything?
asked Aug 28 '15 at 06:53 PM in Blueprint Scripting
Do nothing could be a print string to the log of null or a space. I'm sorry i dont understand your setup 100% to disable input while say your phone GUI is up its sounding like you just dont want the player to move or look around.
SetGameModeUI or SetGameModeGame nodes make it much easier to do what I think your trying to do.
answered Aug 28 '15 at 07:22 PM
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