Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Why the blueprint will stop the Input Event sending to C++?

Hello, I have a strange problem. I am working with my teammates and I am working on C++, some of them are working in the Blueprint. There is a strange problem here: whenever after he did something about Get Key Event (change a blueprint variable in blueprint when pressed or released a key) in the Character Blueprint, I cannot get the input event in C++ (the SetupPlayerInputComponent doesn't work any more). Anyone knows how to fix this problem? Thanks very much.

BTW, the version is 4.5.1. Thx very much.

Product Version: Not Selected
more ▼

asked Dec 10 '14 at 06:56 PM in C++ Programming

avatar image

8 2 4 5

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

In UE4 input system, when somebody "consumes" input data, the data is removed from input Queue(or stack , or list , I barely remember). so other actors will lose access to that specific input data. Read about it HERE

I suggest you to declare a BlueprintImplementableEvent function and tell your other teammate to implement that function inside blueprint. Use this function whenever necessary.

more ▼

answered Dec 13 '14 at 11:53 AM

avatar image

152 14 16 22

avatar image leonpard Dec 13 '14 at 05:15 PM

Thanks very much. I'll try to implement this solution. Our current implementation is by using a blueprint variable/tag/state or something then change it in C++ when pressed and released. I think your solution is the better choice.

Edit: this is the first time I am working on the blueprintimplementableEvent, so I find a link here: https://wiki.unrealengine.com/Blueprints,_Empower_Your_Entire_Team_With_BlueprintImplementableEvent Hope this will be helpful for others have this problem.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question