I am making an android game with two simple buttons: slide and jump. I handle these inputs with enhanced input events in my player blueprint, but when I try to cast that to my widget blueprint, it doesn’t show up and I’m not sure how to make an effective touch interface.
I would be very thankful if you could help me.
Feel free to give me your guidance on how to make a UI for mobile, since I am a bit lost.
If Jump_B is a button and Milo is a character, you’re telling the editor to treat the button as if was a character. That will not work. If you want to access a possessed character:
With this set up it will just call the jump function right? It won’t actually treat it as enhanced input?
The reason I ask is because I am trying to have my button do repeated actions when held down as the triggered pin from enhanced input would for example.
In my case, my attack widget button calls the same function as enhanced input bound to left click would, similar to the setup you showed I believe, but it doesn’t repeat.
Is this something that would just need a bunch of custom logic? If there is a way to have the button treated like the input itself, it would make things a lot easier.