You walk up to someone and my InteractInterface (bound to the E key) triggers you to enter into Dialogue. It sets your game input to UI only and focuses on the widget. The Dialogue widget has a button that removes the widget (itself) from viewport and sets the input back to Game Only.
While still overlapping with the NPC and not having moved at all, the first E press to re-interact with the NPC doesn’t do anything - but then i press it again and it opens the Dialogue widget like normal. This happens every time and I don’t know why so any help would be appreciated! I’ve included as many pertinent screenshots of the blueprints.
I’ve checked the Debug flowchart and the first press doesn’t even fire from the EnhancedInput Event.
I’ve attatched photos of the relevant blueprints, really unsure why this is happening
Breakpoint successfully pauses the game and focuses on the Set Input Game Mode node as it should, so it’s definitely firing when i click the close button.
I’ll set up another identical Enhanced input (Within the player character blueprint) and connect it to an interface, then implement that interface with the Blueprint Actor (NPC) and see if it fires - I’ll reply with results
It only affects that one IA (E), all other movement using the keyboard and mouse works fine.
I’ve also just set up an Identical IA (R) in the player character blueprint, called it debug and implemented it within the NPC’s blueprint. After closing the widget and pressing R, it successfully triggers first time - unlike the IA (E) which still has the dead press on first trigger.
At the moment it’s a bare bones file so I’m only just starting to fill it with blueprints, so this is the only interacting / use for E. There is one other blueprint in the level that has the interface implemented and that requires two presses after closing the dialogue from the NPC. I’ll double check all the references to the IA (E) to make sure it isnt being consumed elsewhere.
Tried it unticked and nothing changed I appreciate the effort you’re going too to help me with this I’ve been tearing my hair out over this for the last few days.
I normally use this commands inside the widget.
it works inside the widget but externally maybe it wont allow you to execute commands because it’s focused
I would put the “remove from parent” end of the command sequence. maybe that can help
Changing the Trigger event in the Input Action (IA) for interact or the E key from Pressed to Released and then in the EnhancedInput Event for Interact, change the input pin from Triggered to Completed AND IT WORKS!!!