I’ve got a class that extends APawn.
I’m using this class as a base for a blueprint, which I’ve tied to a mesh and put in the game world.
I’ve set the Pawn to be autoPossessed by player0.
I really have no idea how to get values from the input axes from the default PlayerController.
I’ve also tried setting Auto Receive Input to Enabled, but nothing seems to work
Is not part of APawn class. You need to inherit from ACharacter if you want to override it. Or you need to implement it on your own.
How it is exactly done, you can check in source on GitHub.
The real question is why do you want to get Controller input in Pawn ? You should either make your input in pawn or in controller. If for some reason why want specific inputs different in some pawns, you should allow pawn to override PC input
Okay so I need to override from ACharacter first. How can I change the c++ baseclass of my Blueprint easily? I guess it’s not as easy as changing public : APawn to public : ACharacter…
Inhering from ACharacter is also not the solution, because it spawns a default collider in the Blueprint editor.
I just want to make a costum Pawn that can be controlled by the player via C++. How hard can it be?!