Advanced Mobile Input Support Thread - Advanced Mobile Inputs for your project!

This is the support thread for Advanced Mobile Input. If you have any questions regarding the pack, feel free to ask, and I will get back to you as soon as possible.
Marketplace page: Advanced Mobile Input in Blueprints - UE Marketplace

Release trailer:

FAQ:

Q: How do I clamp the camera location so that the player cannot infinitely zoom in or out?
A: This is pretty easy, just use the Clamp node, here is an example of how to keep the camera Z between 0 and 5000:

Must have! :smiley: Congrats for Marketplace release :slight_smile:

Looks very nice :slight_smile:

Thanks guys, I’m glad to hear that :smiley:

Hi, I asked on the marketplace item itself, but I figured I’d ask here too. Can this do single taps too? Thank you.

Single taps are standard functionality using the ‘Input Touch’ event, so this system is not required for them.

is this work with 4.14 windows multi touch ?

Yes, I am happy to report that this does work with 4.14 multi-touch :smiley:

Hi,
Is it possible to detect double touch input only when they are in a restricted area? I need to use zoom, pan and virtual joystick but when I try to rotate the camera with the pan function while using the virtual joystick, it’s zooming because the joysticks are considered as a touch

Yes, but this needs to be done on your end. Where you tell the Advanced Mobile Input component that there is touch input (Such as in your Character Blueprint), you can just tell it about the input only when the finger location is in a certain place, or by whatever criteria you have.

You mean here? :
35d9c792baf3d8098391431404b75bcf90ca7351.jpeg

I tried this but it doesn’t work. The “one finger” touch event works when it’s done in the restricted area but when I use the virtual joystick at the same time, it’s considered as a double touch and then it’s zooming.
9ed74afc49e167c4487f5619b2cd701768fcfa2e.jpeg

If the touch is bubbling down from your joystick, then your joystick is not handing the input. This applies to any UMG elements where input bubbles down.

“bubbling down”? Sorry I’m french and I don’t know what you mean

This means that the input passes through the widget, as if it is not even there.

So you mean there is no way to swipe or pan while using the virtual joystick?

Oh, I understand what is happening now. This is because the system uses absolute finger indices. Let me see how Unreal handles finger indices in your case, and get back to you sometime tomorrow.

Just to update you, I have made a fix for this, that will allow you to use joysticks and the rest of the functionality seamlessly. I am just doing some testing to make sure everything works as desired right now. After I submit the update, it may take a few days for the marketplace team to publish it. Cheers!

Nice, if the code is not too long, can you tell me by email what I need to modify in the blueprint if I send you my adress and Order ID in pm?

There are changes in almost every function, as this deals with how the fingers are referenced. I feel it would be a bit tedious to show these changes via email. I also do not want to miss anything, which would lead to the pack malfunctioning.

Ok, no problem, I will check for the update. And thanks !