I’m binding touch events like this. They work as expected. However if I enable “Use Mouse For Touch” in my project input settings. EGameKey::Swipe gets fired before EGameKey::Tap (IE_Pressed).
Thank you for reporting this issue that you have been seeing. Would you be able to attach your project log files and your Dxdiag to this post? Also, Would you be able to provide a step by step reproduction so that I may be able to see this issue occur internally?
Any additional information would be greatly appreciated.
Just wanted to check in with you and see if the issue you have been seeing is still occurring. If so, could you please attach the information asked for in the above comment.
I’ve used the code from the Strategy game to detect touch and swipe input.I implemented this a fair few months back and it has always worked fine.
However now it “appears” that swipe is being called before tap. It occurs in the editor if “use mouse for touch” is enabled. And always occurs on a mobile device (Galaxy S5).
Though I suspect it may not be that swipe is being called first, but perhaps that the minimum swipe distance is too low? It does pick up on very very slight movement?
I went ahead and placed Strategy Game on an S5 and I was unable to notice any significant errors with the device. Would there be anything in a blueprint that I may need to change? Swiping was very smooth and did not feel awkward.
We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.