I have a system in my game where you can’t press the gamepad trigger while the right bumper action is being performed.
This is done by setting a boolean, say RightBumperInUse = True after hitting the button, it then sets to false once the action/animation is completed.
Right trigger is immediately checking whether RightBumperInUse = True. The False exit leads to the actions you can do with Right Trigger.
I checked the boolean through a print screen and it’s setting itself to true/false properly. However if you hit Right trigger at a certain point towards the end of Right Bumper’s action, after Right Bumper is finished Right Trigger doesn’t work at all despite the boolean for RightBumperInUse being set to false. It won’t work unless I perform another action on another key that doesn’t affect that boolean at all.
These actions revolve around combat, so it’s pretty significant to not be able to follow up commands soon after without having to worry that if you press it too quickly it’ll lock you out. Any insight into how I might solve this?
Even if I do something simpler, like disabling input while RightBumper action is being performed, then enabling input when it’s finished and discarding the branch check entirely, it still locks where the right trigger won’t work sometimes if pressed too close to the end. This is really puzzling.