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Override touch interface for a single actor

Hello all,

Can anyone help me?

I need to override my existing mobile touch input controls when a single actor in the foreground is touched.

Scenario: In the main interface, tap / swipe controls character movement (blueprint > Player Controller) - this is working fine. Tap on an item to access the item's features / move it (blueprint > actor) - this also works fine BUT also triggers the movement controls.

How can I switch the movement controlling functions in the Player Controller OFF when the actor's touch event fires?

I have been experimenting with the Get Hit Result Under Finger by Channel node, but can't seem to make it work as expected. Any advice is appreciated.

BP Actor Touch event

Player Controller Touch Event

Here's what I'm trying to achieve (sketched badly).

intended touch interface

Product Version: UE 4.21
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asked May 27 '19 at 01:55 AM in Blueprint Scripting

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LoneScrapbot
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I have finally solved this with some help over on Reddit

The problem was due to the fact that my touch handler was working directly with Input Actions. Instead of overriding the input, all I had to do was isolate the bit of my touch interpreter that was firing incorrectly (it was the swipe detection) and FIX MY RUBBISH CODE!

The fix in this case was to ensure that my touch handler only fired for Finger 1 release while that finger was held down. This was done by incementing an integer on touch pressed, then, on touch released, branch if the value is 1 (or higher) and reset that integer after doing stuff.

Touch > ++ presses > release > Is presses 1 or more? > Figure out the swipe stuff > Reset presses

Without this test, Touch Released would fire for any touch release (including UI Widgets), not just after a swipe like I needed it to. I'm off to learn how to code properly.

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answered Jun 27 '19 at 08:27 AM

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