Is there a Way to use 2 Inputs for one action?

As the question states this setup i used before used to work but now it no longer works. Is there a Way to say use Gamepad input Bottom + Gamepad input Left Shoulder To make one action?

In other words 2 buttons fire and only if both buttons are pressed the action event goes off. This method no longer works for some reason.

Use the Bindings in the Project Settings - this enables you to add many different kinds of input to one “action” or “axis”, whilst keeping your blueprints (or c++) clean.

Everything is well documented here: https://docs.unrealengine.com/en-US/Gameplay/Input/index.html

To do this, go to Edit > Project Settings:

and click on the Input Section, and at the top there’ll be Action and Axis mappings where you can assign different keys and buttons from many different input devices, with different weightings:

https://docs.unrealengine.com/Images/Gameplay/Input/AxisMappingW.jpg

Then in blueprints, you can make your code entry point much simpler with one event node:

https://docs.unrealengine.com/Images/Gameplay/Input/MoveForward_Blueprint.jpg

My answer is awaiting moderator approval, until then this link will help you: Input in Unreal Engine | Unreal Engine 5.1 Documentation

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It almost Works its a toggle i need it to release when release but at least i have something

Man does no one know the answer to this its like 3 years counting for a simple logic i cant imagine button combinations in games are in every game but know one on a basic level knows how to do this, no one can explain this no one even trying i mean seriously how the …sigh…

Hi,

This works. Hope it helps.

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@Flyscript Thanks for replying i will try the second one as the first answer is just simple key bindings i know how to use those. That is not it i want to make more button options for the controller not make a key binding Thanks for trying though. @GEODVS This is the answer i may be looking for as it does the function required as far as i can see. I will try it and get back

If I have this right, you want 2 keys to be pressed in order for the action to fire? In that case, add both keys to an axis mapping but change their scales to be 0.5. When both keys are pressed, the two 0.5 values combine to give a value of 1.

In your blueprint, just check that the Axis Value of the axis is more than or equal to 1, and if it is then continue with the rest of your code :slight_smile:

Cool… let me know if you find a better solution. Works good on my end.

Well i solved it thanks for trying to help but no it didnt work not sure why but nothing i got from you worked i ended up having to completely solve it myself. But i dont know why you insist on showing me the basics of Input i know what and how to manipulate them i said this already. What i was looking for was a Solution to the controller having more inputs then the ones just shown on the controller itself. For instance X + Y = A (Gamepad Button Top + Gamepad Button right = 1 specific Attack). With this i can still use both buttons individually with The link logic but still have both buttons when pressed together perform certain Attack

This is what sent me o the route to fixing the problem your logic was confusing at first but i understood it and remade it to no avail it did not work. This didnt even work i had to take this knowledge and create something new. But Thanks for trying once again the help is appreciated.

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This also did not work …