Mouse disable during multigate camera setup

Hi all,

still getting my head around blueprints and scripting, and trust me I have searched on here before asking, but just cant find a way of disabling mouse control whilst a camera is blending from one location to the next via multigate and then re-enabling it to trigger the next blend…

have tried enable/disable mouse input with a delay set to the same duration as the camera blend which worked to a point…but made the node structure a real mess, I’ve tried everything else I can think of and have been able to find search on here with no luck.

could be there`s an easy/ better solution and my setup is a total redundant noob mess, so please go easy if there is :slight_smile:

tia

have you thought about using a Function to clean in up.

BP can become very messy without Custom Event or Function.

You could also collapse Node to neatness.

thanks for the fast reply, I’d left it uncollapsed just so I could visualize what what was happening with adjustments I made, as I’m still new to all this.

sure there are more elegant ways of achieving the result, hopefully this BP will evolve with my understanding of UE.

Why are you using a gate here, you have nothing plugged in to reset?

I based my BP off this one

https://answers.unrealengine.com/questions/39116/switching-between-multiple-cameras-in-blueprints.html

Your last node is not plugged in either.

Did you tried simply disabling the input? Why it is not working for you?

Azarus - yep thats what I tried, but couldnt get the enable to coincide with the end of the camera blend

I want the user to have control over when the next camera blend is triggered ( just not during the blend transition ) or I’d have prob used a sequence setup

blank BP was a little daunting being new to the scripting side of things, so searching around on here and finding that BP seemed like a good base to start from.

Have you plugged in the last node?

Then you’re doing something wrong?
Here is a video tutorial:

The problem could be, that you can’t use a callback for setViewTargetWithBlend(). The next execution node will immediately fire and not waiting for the end of the blend (which seems to be a async. method). As there is no ‘completed’ pin (like for timelines), you could try to manually sync this with a delay node.

Like so:
disableInput() → setViewTargetWithBlend(5 seconds) → delay(5s) → enableInput()

Thanks all for your help, yep plugged in the last node and thats the tutorial I used when trying to get the disable/enable to work, obviously something I’m messing up.

I dont have much left for this little test I’m doing, so have changed the BP to autorun through the camera list in a looped sequence with no input…will do for now, plan to revisit mouse control when I’ve learned more and have a better understanding

Thanks for the idea, have made a note and will give it a go