Is there a way to return the timing of multiple inputs sent by a player during a tick? Basically what I want to do is add an impulse to an actor with a velocity based on how fast one scrolls the mouse wheel.
The axis pin from the mouse wheel axis event blueprint node gives me how many mouse wheel events occurred between ticks but this isn’t enough resolution to give enough different velocity reactions. Instead I want the timing between two mouse wheel events (down to the millisecond in the case of a mouse with 1000 Hz polling rate). I’m assuming this isn’t possible through blueprint scripting so I’m posting this in the C++ forum, but if it is that would be even better.
Is this possible with the UE4 API in C++? If so would it be hard to implement and how would I go about it? My only previous coding experience is in scripting languages like Python but I have managed to pick up on enough of the C++ syntax that I think I could give this a go if it isn’t too hard and given some direction.
If not possible, or it would be hard, I did cobble together some C++ code that does this independent of UE4 using Windows API calls. Probably not the best solution but I was thinking one possibility is to independently run this as a separate exe simultaneous to my UE4 game and have the exe print out results to a text file that the UE4 game could read. Seems like a bit of a kludge and not sure if that will have too much lag though.
If anyone has thoughts on this I’d appreciate any help, thanks.