I have an input action where on started executes a fade in animation of a UI. The completed triggers a set timer to create a delay before it leads to an event that plays the animation in reverse to give off a fade out effect of the UI.
This works fine, however, if I double press the key and then hold, the first press still triggers the release execution, which in turn causes the UI to fade out while the key is on hold. And when I let go, the release of this press executes, which spawns the UI and replays the reverse animation.
Is there anyway I could command the blueprint to immediately stop executing the completed, as soon as the input action is on started?