Touchscreen pinch to zoom and camera rotation conflict

Hey everyone!

I have a touchscreen project that uses a floating pawn acting as a camera.

It has some mechanics which are:

  • Pinch to Zoom in and out
  • Tap and drag
  • Single tap

I’m currently getting a conflict between Pinch to Zoom and Tap and drag to orbit the camera. The pawn tries to do both and I’m not sure how to prevent one from interfering with the other. All I know is that it’s most likely a boolean scenario, just unsure where and what to set.

Tap and Drag to Rotate/Orbit camera
[Touchscreen - Rotate/Orbit camera through swipe/tap and drag posted by PotatoXmasheR | blueprintUE | PasteBin For Unreal Engine 4][1]

Pinch to Zoom in and out
[Touchscreen - Pinch to Zoom input (maybe buggy) posted by PotatoXmasheR | blueprintUE | PasteBin For Unreal Engine 4][3]

If anyone can point me in the right direction to resolve the conflict then that would be awesome! Kinda new to the touchscreen side of UE4!