LogPawn:Error: EnableInput can only be specified on a Pawn for its Controller - (in ShooterGame sample)
I am trying to possess a custom made pawn in the ShooterGame sample project which I am playing around with. I created a simple Pawn blueprint, added the standard movement blueprint nodes, and created the possessing code in the Level blueprint using the straight forward method GetPlayerController-->Possess with my custom Pawn actor as the In-Pawn parameter.
When I run the game in the editor everything works fine, but I keep getting this error in the log console at every tick!:
"LogPawn:Error: EnableInput can only be specified on a Pawn for its Controller"
So I checked the GameMode details in the Project Settings and noticed that the default pawn type is PlayerPawn (Content\Blueprints\Pawns - folder). Great - so I created a new blueprint based on the PlayerPawn blueprint, modified it a bit and placed it in the scene then used the same possessing code above to possess this pawn. Again, I keep getting that same error.
I googled for the error, but there's very little info and none of it appears to be helpful. Is there something hard-coded in the ShooterGame perhaps that doesn't allow possessing of other pawn types ? Could anyone please explain to me why this error keeps occurring, and is there any solution ?
asked Nov 23 '15 at 08:01 AM in Using UE4
After a lot of digging, I still cannot find a definitive answer.
The problem is definitely in the GameMode details in the Project Settings and where the default pawn type is set. It has to be a generic class from which your customs pawns subclass. When I imported the GameMode settings from the standard FPS template and set that into the GameMode settings, my custom pawn worked flawlessly and there were no errors.
But the ShooterGame charater fails to work properly since it's CameraManager tied to the ShooterPlayerController class which is set in the ShooterGameMode settings.
Here's the weird part, even if I spawn another ShooterCharacter with the ShooterGameMode settings, the EnableInputError still appears. So now I am back to square-one.
However, even with this error custom pawns seem to function just fine. Whether you use a PC keyboard or PC gamepad controller - I tried both - they respond properly. So what does this error exactly mean ? If anyone could answer that some day it would be great.
answered Feb 16 '16 at 05:03 AM
Follow this question
Once you sign in you will be able to subscribe for any updates here