I’m building a windows program with a touch screen monitor that only requires left mouse down which works great with the touch monitor in the editor. If you simulate or build the program though and tap the monitor though, it causes a ‘Touch 1’ AND Left mouse down to happen which throws off the spectator pawn panning around and other issues with a double-click. How would I disable Touch1 without c#?
Built with legacy input, and no ‘touch’ in the Inputs under project settings. The setting ‘Use mouse touch’ is also disabled.
Thanks for bringing this up. This seems to be a known issue, tracked here: UE-52800. It happens on Windows touchscreens where a single tap fires both a Touch 1 and a Left Mouse Button event, leading to unexpected behavior like double-clicks just like what you’re seeing.
The issue is marked as “By Design,” which reflects how the engine currently handles touch input on Windows. It’s also listed with a target fix in 5.3 but unfortunately users in more recent versions are still experiencing this even in UE 5.4. Epic is aware of this issue and any update should appear in the link I shared.
The double clicking isn’t necessarily the issue, its the touch1 behavior is different for panning around with the Spectator than left mouse click. Touch1 requires you to double click the screen to pan as the first touch established the coordinates and second moves the correct way. If you press the second click in a different area the camera jumps radically. The Left Mouse click works correctly to pan wherever you swipe to pan around. You can disable the mouse click with ‘use mouse as touch’ but I want the exact opposite since the pan works normal with the mouse press. I dont know enough c# to to edit the Spectator to implement any logic. I see here with Command-Line Arguments that you can ‘DisableTouch’ but I can’t seem to make it work… Any ideas?
Thanks for the clarification. I see I misunderstood the original request.
I dug deeper into the -DisableTouch command-line argument and did some testing on my end.
To use it:
In a packaged build, create a shortcut to your .exe, right-click it -> Properties and in the Target field, append the flag like this
"C:\Path\To\YourGame.exe" -DisableTouch
In the editor, you can test this by going to Editor Preferences -> Level Editor -> Play, and under Additional Launch Parameters, add:
-DisableTouchThen run the game in Standalone Mode.
I tested this setup and confirmed that the engine recognizes the argument properly. With touch input disabled, only mouse input is used, and the SpectatorPawn pans as expected when using the mouse.
[Image Removed][Image Removed]So weird, I tried both methods and Touch 1 still is firing… I think we just need to update to a newer version at this point and hopefully that will fix it.
Unfortunately, the -DisableTouch argument isn’t supported in UE 5.2. I confirmed that it works correctly in UE 5.4, where it disables the Touch1 event as expected. Just note that this only takes effect in Standalone Game or packaged builds.
Could you test this in a newer version like UE 5.4 and onwards soon? Otherwise, we can close this case and you may create a new one when you test this again or when you have the chance to upgrade.