I am trying to create a system that uses the same button for multiple InputActions. Let me explain what I mean,
My prototyping game has a feature that allows the player to change their pawn mid game, let’s say that that is fine and not the problem. To be able to change character however, requires the user to hold the Left Bumper of the gamepad, and then use either A,B,X or Y to select their character. Holding LB slows down time (also not a problem), to allow them to choose their character.
My problem is, that when I set the A button (or any other button really, because B, X and Y would be attacks etc) the character still jumps, even when my InputAction is set to change the character.
I know that I have not told the engine to stop using the A button to jump, but this is intentional, as I still want to use the A button to jump in game, I want to be able to hold LB (effectively blocking the Jump InputAction), and then select the character from there, not having the character jump when in this ‘Slow Motion Mode’, as it conflicts with the character swapping etc. So how could I ‘block’ the Jump InputAction temporarily, while LB is held?
Any ideas? I have messed around with having Boolean variables to no avail, and it is doing my head in as I just cannot solve the problem XD
Anyway, thanks for your time, I hope this can be solved and benefit others!