It took me a few tries but I had something that worked in the end, although more cludgy.
First Attempt: I thought I had to create a whole new Action map set to the same key. Then I tried using bools, a new input component variable called release component, and then wrote all of the input component if/else statement, changing names as I saw necessary. I pointed the BindAction to “Release”.
It failed…
Attempt two: I removed bools and did something similar to above, added shift+click and tried again. It worked somewhat. Yay
Attempt Three: I then bound it to the right click without the shift and simply had the IE_Released, and it worked. Yay.
Attempt Four: Then I continued on with the lesson. Oh…
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Most of what I did was useless, save for my release function.
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Everything can nest under the Action Mapping “Grab”, and the Input Component variable and the if/else statement below it.
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Only needed to copy the InputComponent->Bind Action and change the IE to “_Released” and the address to the function (which I did have)
But hey, the experience was good and to know that there is a much shorter and elegant way is always useful
What I am also learning is:
C++ is not strictly as hard as I had thought it would be. It is like the basic Grammar structure for a language. My real contention is grasping the library (as is apparently the case in any language) and how it interacts with Unreal.
So Technically I am learning 3 separate things that have to be taken each as their own subject, and as parts of a whole.
At least my confusion and poor pace is not unwarranted.