[SUPPORT] Touch Interface Designer

Ran into an interesting issue today with a virtual joystick and a real gamepad joystick. This was with TID 3.2.1 and UE 5.1.1

I have a “game” that gives the user an option to use a real gamepad or a touch interface. Therefore I created an Enhanced Input Action for the gamepad with movement logic using the gamepad joystick 2D axis. I have a separate Enhanced Input Action for the virtual joystick in the touch interface designer that also uses the gamepad joystick 2d axis.

I figured since they were two different Input Actions mapped to two different Input Mapping Contexts, the real gamepad would use a different input action than the virtual joystick. BUT it turns out that somehow, the real gamepad joystick calls both it’s own input action AND the virtual joystick action simultaneously!

It was freaking me out that I had disconnected my real gamepad logic – except for a print string to show inputs, but my character was still moving while I was getting input printouts on screen from the gamepad logic. I disconnected my virtual joystick Input Action and my character stopped moving.

The workaround was to create a bool and a branch to tell the virtual joystick input action to use one set of logic when the user selects the gamepad and the other when using touch.

But just figured you should know…or maybe you have a better workaround?