'Angry Birds' shooting mechanic (Input and Screen size)

I want to make exactly the same shooting system as Angry Birds.
I have a few problems with creating this system.

  1. Input: It is for Android / ios but I also test the game on my pc, which inputs do I need in (Project Settings - Input - Action Mapping)?
    I thought Touch1 and Left Mouse Button?

  2. how do I program it so that it works the same on different screen size.
    (InputAction - key - get input vector key state)?
    Perhaps something like (ConvertScreenLocationToWorldSpace)?

I’ve tried it with all these examples and play around with different settings but I can’t get it working…

I would be very happy if someone can help me with a clear explanation or sends 2 pictures.
One of the Input in (Project Settings - Input - Action Mapping) and one of the blueprint.

How I’m going to program it:
On press - Save the vector of the press location.
On release - VectorPress-VectorRelease=VectorForceOfShooting.
Then I put VectorForceOfShooting In a formule and the outcome in (Add Impulse - Target is a Pawn).
If there is a better way, let me know.

Mightyenigma, Thanks for your idea.
Unfortunately the only difference is that my pawn is not being pulled.
While dragging, the pawn is standing still and if you let go, the pawn will be launched.

That’s okay - my idea will probably still work if you pull a separate component or actor and then use its pulled offset to determine the pawn’s launch velocity.

You can also get it to work using the conversion between Touch coordinates, Screen coordinates, and World coordinates, which I think are all different. I think it’s about the same amount of work either way, just different ways.

Mightyenigma was right, I just couldn’t select his comment as the answer so to close this question, this was the answer and helped me:

You can also get it to work using the conversion between Touch coordinates, Screen coordinates, and World coordinates, which I think are all different. I think it’s about the same amount of work either way, just different ways.

I don’t know the answers to all your questions but I had an idea for an alternate approach where you deproject the touch/mouse drag into the World rather than the screen, and have it trace hit the actors in the world rather than in the UI screenspace. That way it doesn’t matter what the screen size or coordinates are.

Thanks, I converted my comment to an answer