Key pressed to key hold without event tick

I am trying to create movement controls in the level blueprint for individual pawns in game, however i don’t know how to have both of them be in the event tick function. currently i have one in the event tick section, moving on button hold as it should, however the one outside of event tick only works every time you hit the button and not hold it.
is there a way to add the code to the event tick or make the code outside continuously update and look for input?

this is the code that is updating


this is the code that is only every time that you hit it

level blueprint is not a good place for movement controls.

You might be better off using the player controller and then possess a character/pawn which interprets the input events.

For a key press, you can use a retriggerable delay.

so i dont actually know how to do that.
my original main issue was that i have multiple different pawns each of which i was trying to control with a different key (so like the pawn that is my base it moves with AD and pawn that is the arm moves with WS) [The thing i am creating is a robotic arm]

however when inputting into each possessed pawn, only one pawn can be possessed and read from at a time, meaning i needed to create a way to swap between pawns to receive separate imputs. i curently have this swap set up to a key press and while this works, it is not what i want.

can i create one blueprint with separate meshes together inside of them and then target the separate meshes as rotation points instead of doing them as separate pawns?

Example: separate pawns



blueprint in pawn class:

combines together example:

just focus on one problem at a time.

you’ve dropped 10 new problems here but we haven’t got anywhere on the first.

You should google and learn about player controller and pawns. Doing things the way you are in the level blueprint is not going to work for very long.

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