Hey all.
I couldn’t find any easy way to do it. The issue is - in my game, the player sits in the car but it’s not interactable to player cannot move their mouse or use any keyboard binding. Just sit in the car for traversing from 1 place to another.
I was using a simple “DisableInput” on game controller but that disables everything, the mouse and the keyboard. I still want the keyboard (to be precise, just the ESC key so that player can still pause the game) but it’s not happening as I don’t see any separate node for disabling keyboard.
(Reason I disable Input, is when I attach the player inside a car, the animations changes to a sitting state machine and if the mouse is active, then the whole player mesh starts to rotate, or say pivot about the socket, if mouse is moved in the car. I don’t want that)
if youre using the enhanced input create two contexts, say menu controls and player controls then remove the player mapping context when in a car
Sadly I’m not. I just upgraded my project and Idk how they work and I don’t wanna change all inputs that were made before. Is there any alternative?
youd just have to use a bool after all the inputs you want disabled, set it to false when in a car and true when out
or you could put common inputs on the controller and movement inputs on the pawn and then just disable the input on the pawn only
you can try to use these:
that will lock char movement or mouse.
and Reset Input Flag as well when the npc leaving the car.
Or use a context Enhanced Input like Auran suggested
That will require some refactoring and testing and I really don’t want to change that much stuff as of now. But thanks for the suggestion.
Always to the rescue mate XD
Thanks. Lemme try this and will revert back
Edit - it worked. Thanks @Arodi007. Solution Marked.
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