Hey thanks for the awesome tutorial! But After updating to new UE 5.3.1 this functionality broke now, but I have not been able to figure out why the event tick is not picking up the constant change of the mouse or finger position anymore? It worked before.
@@zarakilian @zarakilian They also just royally screwed one of my assets on the marketplace, they're deprecating player mappable input configs - sure, but the replacement system "Enhanced Input User Settings", first of all, needs to be activated in project settings ( assets with modified project settings usually need to be sold as a complete project vs an addition to existing projects ), plus is 'experimental' and seems super flaky. Old core functions aren't just deprecated they're completely void, the ones carried over from older projects cannot be copied and they return null values... In terms of the camera controls, I guess they decided Triggered will only fire once all of a sudden? So now we'll have to send off the Triggered input to a looping event, timeline or tick. I'm hoping it'll still work to get the input value using the get node for the action, just type in the name of the input action, otherwise you'll have to use Get Input Touch State or Get Mouse Position. 😣 Edit: Do you also have Use Mouse for Touch ticked in project settings? May be related
@@peanut_games Thanks for the Reply! Yeah I have "Use Mouse for Touch" ticked. I see it does work when that is disabled, but then that means the touch functionality is not working which is not great :( I've been playing around to use the Tick to update the Camera spring arm length but I can't seem to get the touch part working. Edit: So the Touch 1 - Touch 2 is not working even with Event Tick. I am quite baffled. Sorry to hear about your Marketplace asset!
@@zarakilian I spent a few days and got it figured out lol, just not sure why they didn't default that setting to enabled seeing as they're pushing towards enhanced input as the system to use. I decided not to worry about the camera thing, have you plugged in a touch device to UE5? It works on my galaxy s10+ just fine, and for mouse input, just use mouse inputs. Use Mouse for Touch is pretty much just for development. Still strange that they broke it... If you were adamant though, I'd try using a node calling Start Continuous Input Injection for Action/Player Mapping - something new I noticed.
This video is exactly what I needed. Really appreciate the clarity of the code and concept as you build and explain what's going on. Got to the end of the video before I realized you actually sell the code on the marketplace. I'll be using this tutorial to learn what you'd done to get the touch working so well, but I plan on just buying your asset from the store now. $20 is well worth the hours of time it would take me to build this half as well. How's your marketplace Advanced Mobile Camera Enhanced Input BP asset working in 5.3.2, btw? Any issues I should be aware of before buying? Thanks again for the content, top notch.
Awesome, I'm glad to hear it helped. The marketplace asset is a lot more expansive with other gestures included too. 5.3 kind of messed it up but not too bad - Epic deprecated Player Mappable Input Configs so I decided to use a Data Table instead so that now acts as the configs which are just collections of Input Mapping Contexts. One thing to note is it is intended for a third-person character with a spring arm, and any of your existing Input Mapping Contexts should be moved to the config so the component can handle them, some movement is included too so just check for duplicates with your own, I'd suggest building all input off the prefab configs. Of course if you have any trouble you can email me ( it's on my marketplace profile ), or message here. 🙂
Hi! Thanks for the Video! One short Question. Is the Enhanced Input Action Funktion only usable in a Player Component? I would be use it in a Game Controller Component, but it seems not to work :/ Thanks.
Enhanced Input can be used anywhere with an Event Graph, even the level blueprint, as long as you call "Add Player Mappable Config" / "Add Player Mapping Context" *somewhere*. If in a player controller, then use the OnPossess event. Check out my first Enhanced Input video for setting it up. Thanks for watching :)
hello. I have implemented an image on top of a widget and implemented zoom, now I found a tutorial about gestures to create that behavior on a portable monitor with touch and what you wrote is very good and works in my newly created project. But I have a problem. When I try to get the touch state above the widget, I get a 0 vector. What could be the problem and any help would be greatly appreciated.🥲
Widgets consume click and touch input so the only way I know of to allow it to pass through is to set the widget element's visibility setting to Not Hit-Testable
Nice!!!!! are you going to make a rotate gesture event? thanks
Hey thanks for the awesome tutorial! But After updating to new UE 5.3.1 this functionality broke now, but I have not been able to figure out why the event tick is not picking up the constant change of the mouse or finger position anymore? It worked before.
Oh no lol, I haven't even updated to 5.3.1 myself. I'll have to investigate, thanks for pointing it out.
@@peanut_games ah ok cool, thanks! Please let me know if you figure it out :)
@@zarakilian @zarakilian They also just royally screwed one of my assets on the marketplace, they're deprecating player mappable input configs - sure, but the replacement system "Enhanced Input User Settings", first of all, needs to be activated in project settings ( assets with modified project settings usually need to be sold as a complete project vs an addition to existing projects ), plus is 'experimental' and seems super flaky. Old core functions aren't just deprecated they're completely void, the ones carried over from older projects cannot be copied and they return null values...
In terms of the camera controls, I guess they decided Triggered will only fire once all of a sudden? So now we'll have to send off the Triggered input to a looping event, timeline or tick. I'm hoping it'll still work to get the input value using the get node for the action, just type in the name of the input action, otherwise you'll have to use Get Input Touch State or Get Mouse Position. 😣
Edit: Do you also have Use Mouse for Touch ticked in project settings? May be related
@@peanut_games Thanks for the Reply! Yeah I have "Use Mouse for Touch" ticked. I see it does work when that is disabled, but then that means the touch functionality is not working which is not great :( I've been playing around to use the Tick to update the Camera spring arm length but I can't seem to get the touch part working.
Edit: So the Touch 1 - Touch 2 is not working even with Event Tick. I am quite baffled.
Sorry to hear about your Marketplace asset!
@@zarakilian I spent a few days and got it figured out lol, just not sure why they didn't default that setting to enabled seeing as they're pushing towards enhanced input as the system to use. I decided not to worry about the camera thing, have you plugged in a touch device to UE5? It works on my galaxy s10+ just fine, and for mouse input, just use mouse inputs. Use Mouse for Touch is pretty much just for development. Still strange that they broke it... If you were adamant though, I'd try using a node calling Start Continuous Input Injection for Action/Player Mapping - something new I noticed.
Working on 5.3.2 Many thanks!
This video is exactly what I needed. Really appreciate the clarity of the code and concept as you build and explain what's going on. Got to the end of the video before I realized you actually sell the code on the marketplace. I'll be using this tutorial to learn what you'd done to get the touch working so well, but I plan on just buying your asset from the store now. $20 is well worth the hours of time it would take me to build this half as well.
How's your marketplace Advanced Mobile Camera Enhanced Input BP asset working in 5.3.2, btw? Any issues I should be aware of before buying?
Thanks again for the content, top notch.
Awesome, I'm glad to hear it helped. The marketplace asset is a lot more expansive with other gestures included too. 5.3 kind of messed it up but not too bad - Epic deprecated Player Mappable Input Configs so I decided to use a Data Table instead so that now acts as the configs which are just collections of Input Mapping Contexts.
One thing to note is it is intended for a third-person character with a spring arm, and any of your existing Input Mapping Contexts should be moved to the config so the component can handle them, some movement is included too so just check for duplicates with your own, I'd suggest building all input off the prefab configs.
Of course if you have any trouble you can email me ( it's on my marketplace profile ), or message here. 🙂
Thx for tutuorial and a few jokes , that helps hold attention
Thx for video!
Hi! Thanks for the Video! One short Question. Is the Enhanced Input Action Funktion only usable in a Player Component? I would be use it in a Game Controller Component, but it seems not to work :/ Thanks.
Enhanced Input can be used anywhere with an Event Graph, even the level blueprint, as long as you call "Add Player Mappable Config" / "Add Player Mapping Context" *somewhere*. If in a player controller, then use the OnPossess event. Check out my first Enhanced Input video for setting it up. Thanks for watching :)
good tuorial bro
Thanks a lot
Open any unreal tutorial to learn something and it is using blueprint, so frustrating, dont know if you guys even care about c++
hello. I have implemented an image on top of a widget and implemented zoom, now I found a tutorial about gestures to create that behavior on a portable monitor with touch and what you wrote is very good and works in my newly created project. But I have a problem. When I try to get the touch state above the widget, I get a 0 vector. What could be the problem and any help would be greatly appreciated.🥲
Widgets consume click and touch input so the only way I know of to allow it to pass through is to set the widget element's visibility setting to Not Hit-Testable