Hello! My problem is somewhat simple, but I really don’t know if there is an easy fix. Currently, I use “set game paused” and “set input mode game and UI only” for my pause menu and other pop-ups that pause the game. I use WASD for movement, and it is expected that the player keeps holding down the movement buttons while going in and out of the pause menu and pop-ups. The issue is that “set game paused” consumes the held key. I have enabled “trigger when paused” in my input action, but that does not help, as the key is void when setting the game to paused. Releasing the key and holding it down while paused does work, but the player will have to release the button in the first place. I do not want to use the “set global dilation” node, as it ruins other aspects of my game.
While playing Half Sword, I realized that the game might have a similar problem, as it also seems to forget my input between menus. That’s just a fun tidbit of what I think is the same issue as mine.
Thanks!
I never experienced it (yet) but I think node named “Flush Inputs” can work. Think there is a checkbox also on the SetInputMode
I have tried flush inputs but it does the opposite of what i want it. It force forgets inputs while im trying to make the engine not forget the current held key.
I understand it better now.
Well it’s always tricky, especially if action (navigation etc) shared can be tricky.
I have a similar situation with combat experience on the game, where player can shoot, open menu or use a shared action bound to same input (mouse 1) and action should continue.
What I do is setup shooting in such a way I can detect if action already started, interrupted and needs to retrigger.
After a reload magazine or game menu is open&close I trigger this event that checks is player still actuating to continue action. In my menu game use time dilation+pause.
However is you want a player go into menu check map/direction while mowing game not paused, you have to write a custom input handler for it is you want to share WASD .
On your description you said your game is paused so retigger/resume action if there is actuation is a nice way of handling it