My touch scripting is being handled in the player controller which has access to input controls. The touch interface presented by iveytron is canned and unmodifyable to my uses.
Basically I used the touch event as shown above to set a bool variable named “is touching” to true when pressed and false when not pressed. Then I use a branch after a tick event to execute the custom touch script. I first capture the initial touch location variable. Then I begin updating the current location variable. I do a compare to see if current x is greater or less than the original touch x location. I also do some conversion math which limits the screen space of the finger drag and remap the resulting data to a range between negative 1 and positive 1, 0 being the original touch position. Then I feed this new data into the current velosity of the players pawn. I hope this made sense?