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Thank you for the feedback. I was able to reproduce this issue and submitted it to our developers for further investigation.
Your Blueprint setup is correct. I tested this against other inputs and controller analogs and they work fine. For some reason the values of the swipes always register as zero.
The swipe bindings were accidentally exposed which is why they were not implemented. We have corrected the issue, which has removed them from the editor. Swipe bindings maybe added at a later date when our developers have time to implement them correctly.
Until then, there are several post for workarounds to the issue and even a plugin on the Forums.
Has the simple “InputTouch” been removed from the engine entirely?? I keep seeing this solution, and it seems like a good one, but the only inputs I have are directly attached to objects. I have InputTouchBegin and InputTouchEnd, and they are all tied to objects. They ignore if you end your touch in empty space. If I touch my object and slide off the object, it never registers as an InputTouchEnd, so the object can only be swiped once. It never counts as an end! Has anyone messed with this since UE4 4.8 came out? I think this swipe method is dead now.
Ok, I found the InputTouch, and it does seem to be useful, but it has a very tantalizing and completely undocumented pin called “Move”. What is this pin and how do I use it? I’m trying to wrap my head around what it could be used for, since I’m starting to get a sense of how you guys like to handle things, but so far I haven’t figured it out. I’m assuming it can be used directly for swipes and drags, right?
The pin called Move fires off every tick that the finger is moving while touching the screen. This could be used to optimize dragging something across the screen. You could set up the move pin to update the nodes that set the position of the object that is being dragged. I hope that this information helps.