Thats pretty cool and fine for a dynamic check i would add an actor tag to the camera , then get actors of class with tag. This just makes sure its the correct camera
Thanks will do!
btw now I need to figure out how to detect touch 1 is on player 1 and touch 2 is on the player 2 then move the pawn.
So what I have done is created a trigger volume and then get it actor bounds but What I wanted to ask you is what should I write and link after I use get actor bounds node?
Technically you wouldnt need to care which has touch 1 or 2. As long as you uave the code for movement in both pawns for both touch events all they do is cast a ray to look for themself and if it hits you lock the paddle to the touch movement until released.
Have maybe a variable you set when you get a touch hit called fingerid make it an int.
If the touch1 is valid ser this to 1
If touch2 set it to 2
In the touch movement just maoe sure you only check the correct touch input movement for the one that matches the fingerid
Remember to set this to 0 when the finger is released
Ok what if I want to make sure anywhere the touch on the side of blue paddle it will automatically move the paddle and also same for other side of red paddle! (meaning I don’t want the touch to be exactly on the paddle for it to move but instead anywhere the touch lands the paddle will move exactly to it). So just like now!
Then that will just be an x + y screen space detection like mouse position based on the screen resolution. Then have some min and max variables for a kinda invisible bounds. Then just compare the posiiton with the bounds of the blue players half of the table. And vice versa
Ok should I do it in the camera bp or paddle bp? Also can you please guide me through it? Thanks for help!
Hey! I haven’t heard from you let me know if you could help thanks!
Sorry im working away at the moment so im o ly on my phone when im posting.
The paddles can intercept their own inputs if thats how you do it anyway. On touch get the screen position, check its in that players bounds, then run the code to move your paddle.