anisimov
New member
Hi,
I have a custom script that controls the timeline. It is activated using the 'Interact' ability. Before starting the timeline, I use the "OnEnableGameplayInput" event to disable PlayerInput.
What I want to achieve is skipping the timeline. What would be the best/correct way to receive a "Button pressed" event if PlayerInput is disabled?
Or perhaps use a completely different approach, instead of disabling PlayerInput, create a new ability and deactivate all other abilities? Would it be good to add to all abilities a condition for the new ability in ShudBlockAbilityStart and ShouldStopActiveAbility?
Thank you.
I have a custom script that controls the timeline. It is activated using the 'Interact' ability. Before starting the timeline, I use the "OnEnableGameplayInput" event to disable PlayerInput.
What I want to achieve is skipping the timeline. What would be the best/correct way to receive a "Button pressed" event if PlayerInput is disabled?
Or perhaps use a completely different approach, instead of disabling PlayerInput, create a new ability and deactivate all other abilities? Would it be good to add to all abilities a condition for the new ability in ShudBlockAbilityStart and ShouldStopActiveAbility?
Thank you.