Multiple Input Actions

I’m currently building an action game and I’m having trouble getting input actions to do what I want. Essentially what I’m trying to do is have a minimum of two Input Action Events, and if either of these events are called individually, they have their own individual action but, if called together, they perform a new hypothetical third action.

For example, let’s say my two Input Actions are Attack 1 and Guard. If Attack 1 is pressed by itself it will perform a regular attack and if Guard is pressed by itself the character will block. However, if Guard and Attack 1 are activated at the same time, a special action is performed. The action itself I don’t think is particularly relevant because the point is I’m trying to have multiple inputs do something different if called at the same time.

A subset of this question that I would also like some tips on is to use an Action Input and an Axis Input together. I’ve looked everywhere for tips on how to do these things and I can’t find anything useful, or really anything at all. I know such a thing is possible because I’ve seen it in games of the past that existed before Unreal Engine 4. However, for some reason, I can’t find anything on how to do this anywhere and when I attempted to do it myself everything seemed to crash at once.

Any help would be appreciated.

Lets clarify if i understand this right?

You wanna two input Attack / Guard… If one of them pressed they do their own mechanism (attack / Guard , but if you press both at same time you wanna do a new mechanism for example A Super Guarded Attack? :slight_smile:

For this i think lot of technique exist…

First what i have in mind delayed check… What this mean?
UE action events will be dispatched when actual KEY was pressed…

Lets say you have two bool’s (bAttackPressed, bGuardPressed).
Every normal action event should set their bool to true, but you should not do instant action… instead of instant action you may wait ONE frame then check both bool is true or not… if not you can do normal attack / guard… if both pressed you do Super Attack and ignore normal things…

Maybe better if you go for “axis” bind, because axis binds are delegates that checked continously in every frame (so you can better check next frame both key was pressed or not)…