Need assistance with preventing interruption of button hold functions when damaged

I just finished creating a charge shot ability in my project, but I have a small problem. What ends up happening is that the charge function works as intended, with the exception of when the player is damaged at which point it resets until the button is released and pressed down again (which is obviously inefficient) and the only time this is supposed to happen is if you get K.O.ed (for obvious reasons), otherwise the charge needs to either be maintained (quick recovery of focus) or automatically restarted (complete loss of focus)… and without having to lift your finger off the button.

Any advice?

What in your code is causing the reset? Inputs do not get reset on damage or animation change.

I’m assuming you already have flinch/hit anims applied. Most tend to code cancellations for certain actions there. Walk back through and check.

Which I did on a hunch relative to hit stun, and it ultimately ended up being implemented in my starter package by turning inputs on and off. Suspecting that this is what f—ed things up, I removed the input toggles and set the player movements to not be processed based on the hit stun state (which was an easy change to make, since the blueprint already had a bool for it).