If I click multiple times, how can I get multiple outputs? (click many times within the duration)
- the first click executes and starts a timer with a specific rate (providing you do not want the first one delayed - not explained here)
- add any follow-up clicks to an array if they happen often enough
- if array is not empty, the timer fetches element 0
- execute & remove element 0
- check if the array is empty, if so - kill the timer
It will be a tad more complex if you need to preserve precise timings between the clicks. As in:
- 2nd - 2.52s
- 3rd - 2.95s
- 4th - 3.5s
And you wanted to fire them back with the exact same timings. But that was not mentioned in the ask.
I would do something like this: create a class of actor that on begin play it has this delay and print string and a destroy actor function at the end.
Then, when pressing the respective button, I would just spawn this actor. With this, I could spawn multiple actors and everyone would have its own delay.
Something like this?
All the InputAction interact does is “activate” the window that we can do stuff with the Left Mouse Button.
And in case the question was “execute every press with a delay”… here is a crazy idea:
Sorry, unfortunately, that’s exactly what I’m trying to realize.
Like if inputs: 1st 0s, 2nd 1.1s, 3rd 2.4s, …
then I want to print string at 1st 0+5s, 2nd 1.1+5s, 3rd 2.4+5s, …
it’s so hard
Thank you for your reply!
Indeed, it meets my current need. I successfully realized my function in your way.
But the problem I found still troubles me.
And by the way, I think if I figure it out, it’ll be a better way in my case.
Thank you so much!!!
The solution perfectly solved my problem. Actually, I’m kind of new to ue, and I spent lots of time trying to figure out this problem.
I’m so excited that I got the solution from you.
Still trying to understand the logic.
Thank you!
Glad it helped.
I ment it when I said it was a crazy idea. I’m sure there are other solutions to this.
In any case… here it is without InpuAxis:
Will be a bit longer to execute but it might be imperceptible to the player.