Why did my inputs stop working?

I was messing around with some different ways to handle my controls when the inputs stopped working. Seems like no matter what I do UE wont receive inputs, even if I try using the Axis Mapping. Anyone know what may have caused this?

Also, secondary question, are there any ways to clean this up into a smaller amount of nodes (see image)? I am more of an artist than I am a programmer, so I will take any advice that I can get.

Basically I am trying to get an object to move into 5 predetermined locations (using AWD) from a home base location.

Thank you.

You need to enable receiving inputs by using “Enable input” node in your pawn blueprint

Target is the Actor

Player Controller : the player controller whose input events you are interested in receiving

4961-move.jpg

Ok, I know this is a dumb question, but how do I set my Pawn BP as a controller? This is the part I am really struggling with right now. I currently have a Pawn BP with my camera and player controlled object inside. This is also where I am mapping the controls.

If I want a stationary camera with an object that the player controls moving around the screen, how should I set this up? I had a working version of it when this input issue started. And even when I add these nodes it wont control my mesh anymore. Though, the input has started responding in simulations again.

Any help would be greatly appreciated. Thank you for your response HoOz.

Hello sir,
Pawn BP is different than controller BP and you posses a Pawn by a controller.
so Pawn is a class type and Controller is another class type.
Here are the differences between different class types

-The Actor is the base and u can consider it as container that hold special types of Objects called Components.

-The Pawn is an Actor that is the representation of the character in the game world.

-The controller (AI/Plyaer) is the Pawn brain that controls it.

-The Character is a special type of Pawn that have a built-in player controller

-The game mode defines the game rules and conditions


regarding your second part,
setting this up is depending on what you want to achieve i.e. depends on your object it self, if it’s a character/moving object so you can either choose character class type or pawn class type.

if the previous nodes didn’t work then you should check your mesh properties and set it to movable .

Hope that helped !

Thank you HoOz. That was a very helpful explanation. I will tinker around with this newly acquired understanding and see if I can gets this thing up and running again.