Does Pawn won't accept mouse input?
I have created a Pawn namely MyPawn which inherits DefaultPawn. I have unchecked Add Default Movement Bindings so I can implement my own Pawn movement.
(Please look at my previous question here which is related to Pawn class where exi says MovementComponent is impossible to add via blueprints (and he is absolutely right) that why I am inheriting from DefaultPawn instead of Pawn)
Now the problem is I am able to move Pawn using keyboard input but not with mouse input. Below are my Input bindings, Event Graph
Event Graph handling Keyboard Input (working)
Event Graph handling mouse input: (not working)
As you can see I have binded Mouse X and Mouse Y for looking sides (Turn). This isn't working when I use Look Sides event but works when I use TurnRate (whic hare binded to left and right arrows and game pad)
Is there anything I am doing wrong or something do to with properties or inheritance?
I found out the issue.
Project Settings->Input-> Mouse Settings-> Use Mouse for Touch was enabled. (this must be disabled)
Thanks for helping me resolve.
answered Jan 07 '15 at 05:50 AM
A pawn does by default not receive any keyboard input (because you can have dozens).
You will have to allow it in the defaults of the actor. If you look at the defaults and search for input you can see that it's set to "Disabled". If you have a singleplayer game just set it to player 0.
Otherwise you might want to get the input in your controller and just pass them down to your possessed pawn.
I hope this helps.
answered Jan 06 '15 at 10:59 AM
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