Old deactivated Touch Interface still passes input until use new Touch Interface.

Hi!

My project is mobile first-person game with virtual joysticks input.
It uses blueprints for all game functionality.
And I have a problem with input during transitions between player’s death and life.

For example, when player walks forward and fall from some height, he becomes dead. He is not respawned, only teleported to last checkpoint location, but after that he continues to move! =)

Full sequence looks like:

I. Hold movement joystick in forward direction, move, then fall from somewhere and “die”.

II. In that moment:

a) set touch interface to None, so it disappears from screen

b) disable input

c) show loading screen widget

d) teleport player to last checkpoint

e) hide loading screen

f) set touch interface to “virtual joysticks” asset, so it appears on screen

g) enable input.

III. And now your virtual joysticks in default (untouched) state, but your character still walking.

As I understand it caused by previous touch interface. So it still exist and continues to pass last input to player controller or character, or elsewhere. And it will do this until you use new interface which is on screen now.

I can’t find any variables like “Touch Interface” in Player Controller, and do anything with it.
Also I not tried to respawn my player character when he die, so maybe it resolve problem. (I will try this today)

Any advise?
Thanks!

Tried character respawn few minutes ago, it not fixed problem.

Looks like problem in PlayerController.

Why PC remember last touch interface input when it hidden? Not hidden, set to None! (((

Not hidden, set to None!

Sorry, ActivateTouchInterface set to None, not Touch Interface itself.

I resolved this problem with my game logic. For now touch interface activated once when start play and never become hidden. On player death it just covered by loading screen.

It not means that real problem with deactivated touch interface disappeared, but I think this question can be marked as resolved.