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How to consume input by a condition when the event is happening

As tip says, the other game engine or system API's has their way to consume input event (e.g cocos2d-x onTouchBegin, Android system API onTouchEvent, they are both do return a bool to control input dispatch).

So, How to consume input by a condition when the event is happening? not from very begining, and it's not likely control it via bBlockInput & bConsumeInput.

I forgot one thing! I want to know it for use on bindkey ( not axis or action ). (e.g InputComponent->KeyBindings.Add( KB ); )

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similar question here: https://answers.unrealengine.com/questions/41500/optionally-consuming-input-events.html

Product Version: UE 4.10
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asked Jun 13 '16 at 09:52 AM in C++ Programming

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