Hey @AAriyAA !
Check out the following threads that appear to be related to what you are looking for. If not, could you provide more context into what you are needing?
Hello! I’m learning the inhanced input now, in documentation written: “…Mapping Contexts can be dynamically added, removed, or prioritized…” . But I can’t understand how. All I want is to create Input Action to switch between interact and battle mods, as I understood: I need 2 mapping context (for interact mode and battle) and change the priority for this contexts, but i don’t know how. Could you please help.
I already tried to do it like this
(checking the the value of variable bBattle? and se…
Hello, how would you go about giving back the player controller input priority after clsoing the widget? I noticed that if the keybind for axis and action mapping are the same, there’s no conflict but the moment that let’s say [spacebar] is used for jump but also for a widget condition, there is conflict even after the widget is removed from parent.
Sure, I could do it all in the player controller blueprint but why? Surely there’s a way to do this.
Presently I have [Remove from Parent] → Colle…
Any additional specifics you provide will go a long way in solving your problem!
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Hey @AAriyAA ,
Checking in! Was the above the solution you were looking for? Do you still need assistance?