How can I stop from having multiple player inputs allowed to fire?
W,A,S,D control a cube on a grid and glide it from grid space to grid space. It's done by leaping two locations with timeline. I also have it set to continue moving if the player holds the event key down. however, If I press another key while holding another key down it acts up. usually it just tries to do both movements. I set a bool to stop other key inputs from working when another key input is held down. HOWEVER! Now if i press another movement button while one is in action it just stops the present movement. So if I'm correct it's like Unreal is reading that i'm holding a button down...UNTILL I press another. It just stops and I have to start moving again... Im very confused...can someone help me please?
asked Oct 26 '15 at 06:21 AM in Blueprint Scripting
dunno what you are trying to do, but the problem is in your setup and maybe the way you are doing it. try the floating pawn movement component, this is the way you might want to go.
answered Oct 26 '15 at 07:03 AM
Can you just add a boolean called "Moving" and when you press a key it checks "Moving" to see if its true
If true = do nothing, if false, do next movement. that way it should only take one direction input at a time.
answered Oct 27 '15 at 02:45 AM
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