The touch event issue (maybe bug?)

I have created MainGameBP (game logic), then also created the components BP (umbrella).
On the components BP have a begin input touch event, then on the MainGame BP spawn the umbrella component,
and I touch begin in “umbrella” > open the gate, and when move finger out of “umbrella” and release the finger, it does not fire the end input event to close the gate, I have tested it few hours, the result is.
When I touch on a object (or component) then move finger out which I touched object (or components), then release the finger it fires on MainGameBP.

This issue maybe related to Touch and dragging beyond screen bounds ignores Released call - Programming & Scripting - Epic Developer Community Forums

Howdy ChrisWong,

Thank you for reporting this issue. Could you also attach your Dxdiag and any log files associated to this project to this post? Any additional information would be greatly appreciated.

Thanks and have a great day!

Hi Sean Gribbin,

I have create the code, very similar my game code, Please download a attachment and look at that.

Start the game > click on platform > move out of platform area (should on the MainBP area) then release your mouse on MainBP you can see the printstring.

This is a correct behavior or a bug? b’coz I’m NEVER begin click on MainBP why release click fires MainBP click end?

And Why in the MainBP (I has comment it) InputTouch event does not work? what setting I’m missing?

Many Thanks.

link text

Howdy ChrisWong,

I have looked into this issue and this is the correct functionality of touch events. Even though you are clicking the platform and then releasing on Main, the mouse pointer is moving to the new area so it will register the new print string. The release event in based on the finger being removed from the touch screen itself. Wherever you are located within the level, It will call that area upon release or tap.

Let me know if any more information is needed.

Thanks and have a great day!

Hi Sean Gribbin,

Many thanks i did it, haha.

Sounds great ChrisWong. I am going to resolve this issue for the time being, but if you run into an error with a later build, please feel free to reopen this issue.

Thanks and have a great day!