I might have found something that I’ll try out, in the InputCoreTypes.h
UENUM(BlueprintType)
namespace ETouchIndex
{
// The number of entries in ETouchIndex must match the number of touch keys defined in EKeys and NUM_TOUCH_KEYS above
enum Type
{
Touch1,
Touch2,
Touch3,
Touch4,
Touch5,
Touch6,
Touch7,
Touch8,
Touch9,
Touch10,
/**
* This entry is special. NUM_TOUCH_KEYS - 1, is used for the cursor so that it's represented
* as another finger index, but doesn't overlap with touch input indexes.
*/
CursorPointerIndex UMETA(Hidden),
MAX_TOUCHES UMETA(Hidden)
};
}
I will report back after I download, setup UE4 source, and build. To see if it changes anything.
EDIT
This works as the solution, just add to the enum how many Touch enums you need, then modify NUM_TOUCH_KEYS to match.