Get actor location on touch Released?

Pressed, Moved works. But Released doesn’t print anything. Why?

I want to br able to know the actor location where I released my touch.

Also Moved gets triggered a lot even if we are on the same actor.

I can simply stop it by branch on Pressed actor (I already did it. Just not shown in image).

But it will still get triggered lot of times on other actors.

This could be avoided by “Do Once”. But then it only triggered once. So if I keep moving finger over other actors it won’t print them at all.

I think I can figure out this issue. So you don’t have to answer that for now. I will ask here if I ran into issue.

Right Now, All I care about why released actor location isn’t printing?

Right Now, All I care about why
released actor location isn’t
printing?

The cast fails most likely, can you Print the Hit Result Actor’s display name? Perhaps that will give you an idea of what you’re actually releasing over?


Apart from this, judging by the screenshot, I’d consider dispatching the touch of the actor / component - then you wouldn’t even need to cast:

This way you wouldn’t need to filter and can still use Input Touch for other, more important things. I might be missing the intent behind the script so ignore this if it does not add up.

Okk. We are running into a loop now :slight_smile:

I was trying to use the same. But Touch Enter doesn’t work as I posted it on this link.

That’s How I ran into “Input Touch Events”

In here the Moved works but Released doesn’t print anything.

Now Again you suggested to use dispatcher.

So I implemented it as shown. I might be missing some basic. But still Touch Enter doesn’t do anything. Its not even get triggered.

So basically we are running in loop on this forum for a while now.

But Touch Enter doesn’t work as I
posted it on this link.

The thing is that it does work fine. :slight_smile: I generally do not post unless it’s working. Check that flag and ensure the input is held. That’s what the event is for. To clarify:

Image from Gyazo

It fires when when the touch (emulating here) is held down & we enter. Is the the desired behaviour?

Is it safe to assume the 2 out of 3 events in the pic fire correctly?

Essentially, Touch Enter requires enabled Touch Over Event flag in the PC. It triggers when the pointing device (da finger!) is actively touching the screen and queries collision channel - which defaults to Visibility.

Image from Gyazo

Then assign the player controller to
game mode.

Sounds fine bar 1 thing - the level you’re playing needs that Game Mode assigned, too since each level can have a different Game Mode.

Sometimes you’re flying a plane, next level you’re running on foot. Could be handy, a different controller / pawn / hud can be used automatically by that Game Mode.

Thanks its working. You can post it as answer so that I can mark it as solved. Although I have one question. The touch over events was already enabled in player controller blueprint. So why we need to do it again elsewhere?

Its possible that I might have missed some setting in player controller.

This is what I did

I created player controller

Set touch over, mouse over,show cursor all to true.

Then assign the player controller to game mode.

Did I missed any step?