Hello,
When using the Action: Input – QTE with QTE Type = Single Keypress and Wrong Button Fails? enabled, the QTE correctly fails for unrelated inputs. However, if the Positive Button is set to the same key as **InteractionA **button (as defined in AC’s Input settings), pressing it does not register as a wrong button, and the QTE does not fail.
Reproduction Steps:
Create an ActionList with an Action: Input – QTE.
Set QTE Type to Single Keypress.
Assign the Positive Button to an input (e.g., Jump).
Enable Wrong Button Fails?.
In the AC Input Manager, ensure **InteractionA **button is assigned to the same key as the QTE’s Positive Button.
During gameplay, press the key assigned to InteractionA when it is not the required QTE button.
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Comments
Thanks for the details. What's your AC version? I'll attempt a recreation.
Latest AC version 1.84.3
Using Unity 6000.027f1
Hi Chris, did you manage to recreate it ?
I did, apologies for the delay.
In PlayerQTE.cs, replace line 353:
with: