OK guys, so I bound the input axis MoveForward to &ADHCharacter::MoveForward
which adds input vector (0.5f * forward direction * axis value * ((axis value > 0) ? ForwardSpeedModifier : BackwardSpeedModifier)) to character movement, and sprinting modifies forward speed modifier.
( The reason for scaling 0.5 is add movement input with scale over 1 has same velocity as 1, so I reduce normal movement to 0.5 and apply modifiers )
Anyways, I implemented the sprinting FOV effect in blueprint, but now MoveForward isn’t calling &ADHCharacter::MoveForward, And I have to do this manually:
When I experimented with Input bindings in UE 4.8 I noticed that when binding keys both in C++ and the Project Settings, the latter appeared to get ignored. Using key bindings only in C++ or only in the Project Settings worked fine. I might have been doing something wrong, though. Maybe you’re experiencing the same?
Currently (using 4.9.2) we define the key binding in the Project Settings and bind the defined actions to functions in C++.
It’s also possible something is wrong with the binding in C++. Can you show a code snippet?