Hold Mouse Button vs. Tap Mouse Button

The original reply was splitting the actions to Pressed vs. Released.

This doesn’t work on its own because the “Pressed” Blueprints will try to resolve every time the button is pressed - regardless of whether it’s being held or not. So, if a person just taps or holds, that first bit of logic will play out on both occasions. Without any input buffering, it does not allow the Released logic to play out.

Adding a delay doesn’t account for, say, button mashing. If I make the hold for 1 second, an accidental double tap could trigger the hold. And even if it could, it would have to check that time regardless of whether you tap or hold the button because merely pressing it would trigger the check. So, there’d be a delay for any tap attacks added, as well.

Unreal really needs better input buffering support because the plugin on the Marketplace is not at all intuitive.