I have three Input Actions mapped in a custom Pawn Controller:
IA_MoveXY (2d float input) captures the xy position and routes it to the right method in the Pawn.
IA_ActivatePrimary (bool input) turns on a bool value to use in the routing above.
IA_ActivateOption (bool input) does the same with another bool and optionally a helper function.
Both Activate IAs can be triggered by mouse down (L,R) or using the keyboard.
Issue: When using the mouse down to activate the input action, it blocks the IA_MoveXY input. Holding down the keyboard inputs do not interfere with the 2d input and IA_MoveXY fires as it should.
I am using a 2d input to move things in my world, switching between moving the viewpoint as default and the object. I would like mouse down to change between these modes but when a mouse button is held, the mouse 2d input stops.
This is only effecting the mouse 2d in. Using key strokes to input 2d values (A,D) does work with mouse down. Changing “Consume Input” makes no difference on or off. Having mouse captured at start of game or not makes no difference, and I am not changing the mouse cursor visibility in game.
I have already gone down the route of making custom AIs for each state and using Chord Actions to join the press and move. While it did work it over-complicated the interface and eventually broke down when moving to another platform. This method is simple and works as long as I can capture the mouse down and the mouse movement simultaneously.