Enable Input Doesn't work
I realize I am doing stupid... Now if I can just figure out what...
Yes I have Enabled Input. I have done so both at EventBeginPlay as well as EventTick (as well as several other Event drivers) in case priority is my issue. The problem is that no matter how many times I make the EnableInput Node light up while debugging the BluePrints I make never ever take any inputs from me. I have tried multiple Class and Level BluePrints with different combination of Player Controller Numbers, etc. I have checked and unchecked every box combination in defaults and then restored the defaults. Nothing can make any "Key Press _" node work in any of MY BluePrints.
What kills me is that the content example BluePrints do take inputs! They work great. They take input and execute "Key Press _" nodes perfectly. Just never on my Class or Level BluePrints. This means it isn't my hardware or drivers (one of my first thoughts). I just sit and stare at those white lines and wonder why they never light up. I have spent all day on this one. (Probably a 5 minute fix).
The Key Press Nodes Never Execute... Never...
I am at my wits end because I cannot find any answers on the AnswerHub (Priority, EnableInput, BlockedInput, etc., have not helped) and I can duplicate a migrated working Content BluePrint in a blank Project into a new BluePrint and it works. But if I make my own BluePrint... nada.
Any help greatly appreciated.
asked Nov 14 '14 at 04:35 AM in Blueprint Scripting
I had the same issue as you:
How I solved it: I was using a pawn/character class, the issue here is that Enable Input is for actors. for Pawns/character you need to use "Possess" instead of "EnableInput".
I have found this solution here: https://forums.unrealengine.com/showthread.php?71611-Simple-pawn-input-controller-not-working
answered Oct 15 '15 at 04:30 PM
"Enable" and "Disable" Input do this only for the Blueprint they are called in as far as i understood. So if you have some KeyPressing Nodes inside your CharacterBP and you want to Disable or Enable them, you either need to call the nodes there, or you need to get a reference of the CharacterBP and plug it into the "Target" spot of the Enable Input Node.
For example this is done in some other BP than the Character. The first "Disable Input" node will disable the mouse movement etc that were set up in the CharacterBP. The second one won't. The second one will only effect Inputs that are setup in this particular BP. So if i made a Key for TAB to print "Hello" it wouln't work because i disable it with the second node. (Ok, you would need to first Enable it, but i guess you get the point).
So to sum this up, call the "Enable Input" Node inside the BP that has the Key Events or use a reference to this BP in plug it into "Target".
I'm really late with this one, but since there's no answer I'd like to point at something. I solved this issue defining an Action Mapping, binding the Space Bar and using that directly. The problem is with the raw input data, which is NOT passed to the actor.
answered Sep 24 '15 at 07:07 PM
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