Odd issue here. I am using a Logitech gaming mouse and appear to have run into an issue where any mouse click (left, right, middle, forward, back) registers as a left click. The engine seems unable to differentiate the separate clicks as their own event…
Anyone run into this issue? Can anyone help me troubleshoot?
Added a couple of screenshots. All of my click / tap logic is inside a custom player controller. My player pawn is merely a camera with a couple unrelated methods. I enable the controller in my game mode in the world settings.
That is what I had originally but went with the action mappings to troubleshoot some. I’ll switch them back. The issue happens with either event though.
Something odd is happening outside of the controller… Do you have a way to chat?? Discord?
I completely disconnected all the click events and attached them to a print, that is it. when i play in game nothing prints on any click, but the logic runs???
SMH yes that option was checked (not sure if default) but with the mouse events disconnected, the touch input was still firing because the mouse clicks were touch. Apparently that option doesn’t differentiate left, right, middle click…
I couldn’t care less about karma but do consider converting your own comment, the one you believe is the most relevant and accepting it as answer. Seeing how increasingly popular mobile question are becoming, someone surely will find this useful!
Or event provide your own answer clarifying stuff.
Almost all credit goes to @Everynone for helping me troubleshoot the issue here.
In my specific case, the project settings option “Use mouse for touch” was checked. This caused the touch input events in my player controller to fire regardless of the click type I used (left mouse, right mouse, middle, forward, back etc.). Use mouse for touch seems to override any click events you call in your blueprints.