I am having 2 problems with touch events.
First, I have an instance of my class blueprint in my level. This blueprint could be clicked and dragged. When I click and drag the instance very fast, the moment I release click, the mouse pointer ends up outside the box of my object. Therefore, the instance can’t fire the event OnInputTouchEnd(Box).
Second, to fix the first problem, I add the event InputTouch and connect the Released node to fire the event. However, this time I have 2 instances of my blueprint in the level. Then the Touch event only with only 1 instance, which is the instance NOT being debugged with. There are 2 instances of my blueprint in the level, which are Pivot and Pivot_2.
Here are some screen shots of my blueprint.
Please help me find the best solutions. I am very sorry that I have asked this question on Answer Hub.
I 've moved on to implement other components, but the issues are still pain in the ***. Please community, help me. In the end, I would like every instances of my class blueprint could be clicked and dragged, working separately. Which means, the solution might be getting rid of the universal event InputTouch.
sorry I bump this up. I really need some advice.
Unfortunately, I don’t have any advice yet. I just ran into this exact same problem. You’re not alone!
Hey v36372, I think I may have a solution for you. Try this:
- In the Blueprint editor’s Event Graph, click your InputTouch node. The Details panel should now show details for the InputTouch node.
- Uncheck the “Consume Input” checkbox in the Details panel.
That worked for me in my local test. Hope it helps!
P.S. Wow, I just realized how long you’ve had to wait for a response. I hope this is still relevant for you.