Ultimate Touch Components v2 – swipe, pinch to zoom, virtual joysticks and much more

Bounds didn’t work on 4.17 because of changes in Blueprints framework, now it’s fixed (in upcoming update). There is no any reason why bounds can’t work on 4.16.x. Please let me know more details about your case. I need event graph screenshots or project files.

get hit result under finger not working with released touch event , its return false always, is there any other solution for that ?

i used UTC tap on my pawn , and then i tried to use double tap on another actor , but i got this error message , could you tell me how can i fix this ?
is this only work on pawn ?

thanks

there is a double tap problem in 4.17 , its execute doouble tap with only one tap

no respond ?

What does it have to do with UTC? It’s not UTC problem at all.

1 Like

Strange issue. I would like to see at your test project.

Are you using PC with touch display? What is your target platform?

Do exists a detailed Library guide (a manual…)? I found only a video tutorial.

Marketplace doesn’t require manual. Also this asset comes with lots of examples so if you know UE4 Blueprints then you know how to use it. Just look at the event graph of desired example and do the same or just copy/paste in your blueprint.

Also I’m always here to help with any question. But it’s better to write to support email - then I will answer faster.

I think you should make a manual. I did not find the videos to be very helpful in using this myself and in particular I had an issue that cost me a couple days of work hunting down the problem. At some point I noticed my project was no longer working on mobile or standalone. In editor and in new editor window everything worked just fine but every time I tried to play in standalone my character class was not working and there were no errors. The game just sat there floating in space. By process of elimination I finally tracked the problem down to your touch components so I set about figuring out why this was the case. I found out it was because my character was based on the Pawn class and not the Character class (it’s a simple ball object so I didn’t need all the functionality of Character). Again this worked completely fine in the editor, even your touch controls. But for whatever reason it broke when I tried in standalone and I have to say this took many frustrating hours to work out and was just plain mysterious. If you do ever make a manual – and I don’t believe your tutorial videos are a substitute for one – do put in there the fact that trying to use your components on a Pawn class will cause this issue. Thanks for the components. I’ll probably use it in many projects.

@Acrossfy
Is there a swipe that doesnt require releasing finger? The jump swipe is not really intuitive. Joystick wont stop jumping by axis. You have no air control without joystick not being able to differentiate between x, and y speeds, and positions. You need to add a “hit back” for x, or Y axis for this joystick to be really good with character movement. So it will “Stop Jump, and reset touch pad to center, but not lose forward x axis.” The joystick movement is good, but only for certain types of walking/looking movement. It really not good with jumping/climbing, and the swipe component would be great if it was like a scribble. on swipe up, hit back to center to stop jumping, and swipe down, but not release touch.

I’m working on an AR project using 4.19 and I want to be able to scale, rotate, and move an object in 3D space. I actually have it working right now. However, i want to be able to actually rotate it based on where the two fingers touch the object. I’m pretty sure the pinch component operates in 2D space. For example, to determine how to rotate the object, it is getting the rotation of the angle of my two fingers based on a 2D plane. I would like it do the calculations based on line traces from my fingers to the object.
Is this something that has been figured out already?

Thank you,
Jonas

Hi Andy … I just bought your touch projectt … awesome pack by the way … I have a question … This works multitouch ? … How can I set up multitouch for windows … I have 2 components on scene (Red cube and green cube) and I want to move each one separately with multitouch ! At this moment I can rotate and pinch each one, but when I try to do it at the same time the cubes do the same and dont have independent movement … Please helpme, I have a client waiting for this !!! Thank U so much

Hi Jonas!

You can see how to determine object under finger in “Tap & Rotate” example. Open “TapAndRotatePawn” and find “Grab Object” comment section on the event graph. You can use that solution with PinchComponent as well, but you need to take finger locations from PinchComponent using “Get Finger Index and Location By Index” function:

Hope this helps!

Best,
Andy

Please clarify - sounds like multitouch works well for you if you can zoom and rotate objects with PinchComponent. Please record and upload the video with this issue.

Hello and thank you for your quick answer … so good … Here is a video. I have the 2 cubes, red and green … I want to move them independently at the same time. As if two people were interacting with each cube … two different hands … this is for a large touch screen where 2 or 3 people can interact with objects at the same time. But as you can see in the video, when one of the cubes is in motion and the other cube is touched, it adopts the movement of the first cube. … How can I setup this ? … I know some things about blueprints but I´m not expert :slight_smile: … Thank U again for your quick answer !

Thanks for the video. I would like to see your code too. But actually I never expected to use more than one Pinch Component, so I have to check this on my own side as well.

Of course yes … If you want I send you via Mail the project … Is made on your examples map … dont change so much … I just added “On input begin touch” on each cube and set some booleans for the touch work just touching the cubes … See the code … Thanks for reply … is very urgent to me fix this ! :slight_smile: If you find the solution or think another solution Please, please let me know !

Ok, now I understand what’s wrong. Actually it wasn’t planned to use many pinch components in the same area. I couldn’t predict such use case. The only possible way to use many pinch components on the same screen is dividing it (screen) by player areas using Bounds (UTC components feature). For example one PinchComponent can use right part of screen and the second will use left part of screen.

But if you don’t want to define exact parts of screen per players you can try to use this hack (see the screenshot or copy-paste from UTC Pinch Components manual routing posted by anonymous | blueprintUE | PasteBin For Unreal Engine):


Unfortunately with this code other components will not work until you will update their events manuly like I did with pinch components on this screen. So please try this and let me know how it works.