thanks a lot mate it help a lot , and i wish one day you can make for us a tutorial on youtube which is a lot easier .
thanks for the comment.
I will look into that and try to find a spot in my busy schedule.
Happy game deving 
Any update on this?Thanks a lot!
I haven’t look at it, pretty busy with my day job, my own game project and my daughter… But I will run a quick test tonight and get back at you if UE4 traps your finger still touching the screen. Because the way my blueprint is setup, your finger has to leave the surface before anything is recorded as a touch.
from the quick little test that I have done, on the InputTouch::Pressed node, you could put a timer that if it reaches a certain amount of time and that you still have your finger on scree, do a certain action. As far as setting up the timer, that’s up to you.
But it does seem feasable since I was able to make it print a string for as long as I had my finger pressed on the screen.
Wow. This is a very generous resource.
How would you integrate holding touch screen down with your current configuration??
Thank you.
It’s my pleasure. As for your question, it will depend on what you are trying to achieve. If you look at the InputTouch node, everything that has do with a press - finger touching the screen, holding down, etc, is handle on the Pressed option. And everything that has to do with removing your finger, not touching the screen, etc. has to do with the Release option. So, what are trying to do exactly?
Hi mhnomi,
Sorry for the delay, I’ve been very busy and honestly, I kind of forgot about you request. Now I didn’t do a video tutorial on YouTube. But I did put it up on my website. Which seems to be easier to follow and/or read. So hope this helps in the meantime ![]()
http://thehangarstudio.com/2015/09/unreal-engine-mobile-touch/
regards and happy game deving everyone ![]()
Thank you for advice.
I wanted to differentiate tap(time between touch and untouch is very short) vs hold then release(time between touch and untouch is longer, like .6 seconds.)
I found this in other thread on the forum
&d=1430674383I was wondering how to safely integrate.
Assuming that his function Get Game Time in Seconds is returning an accurate number in order to determine X Start & X End, you would just add it before the Set Start Position and Set End Position. You would ignore, in your screenshot, the Normalize to Range, the X 2000 and the X Power nodes/variables.
But that would only allow you to do something after the press is done. If you want to do something while the press is occurring, then you would have to set it up differently. You would use the timer from the function Get Game Time in Seconds as is, and you would then add a branch, right after the X Start to see if the press has occurred for at least a certain amount of time. If True, raise flag to do action X, if False, do whatever else. You also have to keep in mind that once the player releases is finger, you will need something on the Release option in order to stop the action being done in the Pressed option if that action occured.
Thank You Learning
hey maparizeau,
at first thank you very much for sharing your solution!
i’m trying to replicate what you did, but i don’t really understand how you use the enums and the diffrent sets of them. It would be super if you could do a video of the process (you said there is one one your website but i can’t find it) or explain the whole process more in detail. I would be very glad for any help!
at first thank you very much for sharing your solution!
i’m trying to replicate what you did, but i don’t really understand how you use the enums and the diffrent sets of them. It would be super if you could do a video of the process (you said there is one one your website but i can’t find it) or explain the whole process more in detail
I know not who you are, but my goodness did you just save me a LOT of hair loss! Been looking for a nice touch to move setup for some time and this is the only one that actually looks to be made for Paper2D! Very nice!
It’s my pleasure 
Happy Game deving
I would actually be very interested to hear your take on best way to do this exact sort of thing, but entirely as a touch to move. My goal is to have the player character move to the tapped location (along X only) when tapped on the lower half of the screen and throw an object at the tapped location on the upper half. Pretty sure I understand how to set up the “tap zones”, just having some difficulty in adapting the swipe-move to a tap-move.
Keep thinking I should be able to do this with the nav system, but that’s been a bit of a ****-shoot. Thinking best way to go may be to set it up to spawn a trigger volume at the tap point and just apply offset until I overlap the trigger.
In any case, excellent resource here and I look forward to any advice you may have for me! Thanks again!
I never did it myself but you can take a look at this link
and take whatever information there and merge into this existing one.
thank you so much for your generous sharing.
Can you also kindly do and share how to pinch to zoom in camera ? thank you
Hi ansonkit,
thanks for the feedback. For pinch and zoom, you can take a look here → https://forums.unrealengine.com/showthread.php?68201-Pinch-to-zoom-on-mobile-devices
checked that too, but I failure to re-produce that with my zero knowledge in programming. Thanks
