Hi everyone,
After searching around and picking here and there from posts and tutorials that I’ve seen, I’ve setup a simple blueprint to detect Touch on mobile/tablet devices.
It will detect:
- Swipe (left, right, up and down)
- Tap
- Double Tap
Particularity of the script: (Of course, you can change this to whatever.)
- With a swipe left or right the Player will run continuously until a tap is done to stop the player. So you just swipe once and it will run and run…
- Jump’s while idle or running by swiping up.
- Tap anywhere and the Player will stop and if he is stopped… well nothing!
- Double tap and the player will fire while running or while in idle.
Basically, I do it in two steps: First, I detect the desired action and secondly, I execute the desired action.
This script as been adapted for a sidescroller game (3D or 2D). This means that the player will not rotate when changing direction, it will only flip even for a 3D character. But with some tweaking, I guess you can adapt it to what you want.
Ok so first, you have to setup two enumerators.
- 1 For **Actions **(Run, Jump, Idle, Stop, Fire, etc.)
- 1 For **Direction **(left, right, face, tap) (face = facing direction)
Then you setup your Character blueprint…
How it works:
- First, through the **InputTouch **event, I determine the Touch and release action. from there, I calculate the distance between both. If the distance if far enough (You can change it to what you want!), it’s a swipe. Otherwise, it’s a tap.
- For the Tap, I then detect if it’s a single tap or a double tap. Once that is done, I assign an action and a direction to it.
- For the Swipe, I then detect if it’s a horizontal swipe or a vertical one. Once that is done, I determine the direction of the swipe and assign it an action and a direction to it.
- End of that part.
- Through the Tick event, I execute the action and adjust the direction accordingly.
Notice that before I assign a “new” action to a movement, I assign the already “done” action to a previousAction variable. I do this so that after jumping or shooting, our player can know what to do. Otherwise it would just stop after performing the fire and jump action.
The fire action is still a WIP and as another freebie (Yes I’m generous :-P) I’ve included, but not connected, some nodes that can detect what you’ve tapped on based on their tags (can be modified to mesh name, etc.). You just need to connect the Print String node for it to work. You will also notice that there’s one node for the mouse and one for the finger. When you debug, you connect the mouse one, like it is now. And when you send to your mobile, you connect the finger one.
Don’t forget to create your Enums before configuring your Character blueprint.
(right-click to save the image to see them )
Enjoy and feel free to leave your comments.