# Different behaviour when in different viewports

**URL:** <https://forums.unrealengine.com/t/different-behaviour-when-in-different-viewports/364644>\
**Category:** Mobile\
**Tags:** swipe, Mobile, unreal-engine, question\
**Created:** [July 21, 2016, 2:57am UTC](https://forums.unrealengine.com/t/different-behaviour-when-in-different-viewports/364644 "2016-07-21T02:57:43Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Pinworm](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Pinworm](https://forums.unrealengine.com/u/Pinworm)\
**Post date:** [July 21, 2016, 2:57am UTC](https://forums.unrealengine.com/t/different-behaviour-when-in-different-viewports/364644/1 "2016-07-21T02:57:43Z")

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VIDEO: [- YouTube](https://www.youtube.com/watch?v=-UfnjythpwA)

So I’m trying to do a swipe, in fact I’ve done this several times and I always end up encountering this error and getting frustrated because of it

Here’s what I do. On touch pressed (mouse click), I get the touch location and save that as a variable, then I open a gate that every tick prints the current mouse location.

Here’s the quantum kicker. If I click play from the blueprint to watch my BP, it works fine.

if I click play from the level, it doesn’t work at all.
