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Disable Input, Enable Mouse Over Events etc. only working on clients.

Hey,

i'm disabling the movement and enabling the Mouse like this

alt text

It worked till now. Only the clients work with that. If i run a networksession with a player as listen server, he can't disable his input. Only the clients.

I guess it's a small mistake, but i'm working the whole day on it, so im a little braindead by now.

Someone knows why i can't disable the input for the server with that?

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asked Aug 08 '14 at 05:59 PM in Blueprint Scripting

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eXi
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Hey eXi,

Your Get Player Controller is using a Player Index of 0. If this node is used by each player, they will all access the same Player Controller (with that Player Index).

If you want to get the Player Controller for the current player, you can use the Get Controller node, then use that Return Value to Cast to Player Controller.

Hope that helps!

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answered Aug 08 '14 at 09:28 PM

avatar image eXi Aug 08 '14 at 11:21 PM

You mean like that?

alt text

With that it's not even working for the clients. With "Get Player Controller" node it worked for the clients but not for the server. Any other plans? ):

EDIT: Wups, my mistake. Forgot the Valid check node. (: Seems like its working.

Could you explain to me why i need to get the controller like this and why i can use the "Get Player Character" with index 0 for multiplayer but not the "Get Player Controller"?

avatar image eXi Aug 08 '14 at 11:30 PM

Ah, and while you are here, i got i weird problem with the "Ignore look input" or the rest of the nodes im using in the first picture.

Normaly the game shouldnt get any input for the Look with this, but if i hold my left mousebutton and pretend to drag something around for a while, the camera moves a bit. Also after i set everything to normal again, i can't instantly controll my mouse view (look) again. It seems like taking up to 1-5 sec.

avatar image Ben Halliday STAFF Aug 12 '14 at 05:22 PM

Hey eXi,

I set up something similar to what you have in your image, using a FlipFlop on a Key Event, and I'm not seeing that behavior. It's likely something else that is causing the delay and the mouse dragging. If you adjust your Blueprint to look like this, just for testing purposes, do these issues still occur?

alt text

avatar image eXi Aug 12 '14 at 09:14 PM

Hey, sorry i missed your answer while being stucked in some AI working ^.^

When i use your method with the single key its not stucking. I use the Event Tick to check every tick if one of my Inventory Windows is open. It's working but i get this error. Is the IgnoreLookInput only triggered a specific time when triggered by the event tick?

EDIT: Ok i fixed it. I made a new Bool named "ChangedInput" and made it false at the start. I made a branch in front of the first branch (where your flipflop is) and used "ChangedInput" for it. Everything behind will be called if "ChangedInput" is false. At the end of both lines this boolean gets set to true. And it will be set false if i change the visibility of one of my windows.

So a line will only be called one time and after that it waits till i press a key again. Having the event tick executing these two lines all the time depending on a boolean like in my topmost picture gives the error i told you about.

I dont know if this is normal (: But ok.

avatar image Ben Halliday STAFF Aug 12 '14 at 10:17 PM

Okay, I'm seeing the same occasional movement if I use Event Tick on this. It doesn't seem like that should happen. I'll check in with the developers. Using a Bool check as you've described would be a safer way to turn this on and off. Let me know if you run into any other problems with this setup. Thanks!

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