Allowing StaticMeshActor blueprint to take keyboard input?

I want to change the size/properties of multiple objects of the same class at once. I can do this in the Level Blueprint by looping through the elements and then executing stuff but I would think it would make more sense to be able to do it in the class blueprint itself.

My problem is that I can’t receive input on any of the objects unless I possess it. So I want to be able to just receive keyboard input within the StaticMeshActor blueprint itself. Is there any way of doing this or do I have to use another class type. Thanks in advance for any help :slight_smile:

EDIT: The reason I’m using a StaticMeshActor is because I want to be able to drag materials onto the objects directly, and this was the only way I could see of doing it.

Hi Nstens,

You can do this a few different ways.

  • Generally the best method to do this is to Enable and Disable player input in the blueprint Event Graph. This will make sure that your input isn’t consumed by an actor when you don’t want it to be.

  • To set this for all instances of the blueprint, open the blueprint & go into the Defaults tab. Under Input > Auto Receive Input > set this to ‘Player 0’.

  • To do this for only one specific instance of the blueprint, while the blueprint is selected in the level, go to the Details panel. Under Input > Auto Receive Input > set this to ‘Player 0’.

If I misunderstood or if you have any questions, please let me know.

Cheers,

TJ

Hi,

how to do the same with the new enahanced input system ?

Thanks