How can I set up multiple functions for a specific keybind depending on the situation?

Hey there,
I think I kinda got what you’re saying. Basically, you want to be able to activate and deactivate KeyEvents (key pressed), right?

If so I found two ways:

  1. Use Actor Blueprints within your Area and add an “enable input” e.G. if you overlap with a volume. Also make sure to disable the input if you leave the area (endoverlap or so). Then below simply add your key and what it should trigger.
  2. Simply create a float variable in your player Blueprint. Set it up to 0 at first and then plug your keyEvent into a compareInt. Then decide what you want, for instance Value = 0 nothing happens, Value = 1 trigger something. Second step is to set the Value of that variable somewhere, like an actorblueprint that triggers a costum event in the players blueprint and then sets the value to 1 enabling the player to make use of the key-input event.

Hope that’s what you were looking for. :wink: