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Adding an "Event Begin Play" node into GameState breaks all input



If I add a "Event Begin Play" node to my existing GameState, all input stops working.


(Project: Multiplayer FPS in Blueprints) Normally all controls for multiple players work fine. I can Alt-tab between windows and can use the mouse and keyboard to control the menus and directional input etc. As soon as I add the single Begin Play node into the GameState, none of these things work! No mouse or keyboard!

NOTE: In looking for answers I noted that I should check the parent of the GameState and compare to the parent of the GameMode. They both derive from a homemade "BP_GameState/Mode_Base", and they derive from Game State and Game Mode respectively.

Is there something I'm doing wrong here?



Product Version: UE 4.17
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asked Aug 15 '17 at 11:55 PM in Blueprint Scripting

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llll Sabre llll
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Since your game state is derived from "BP_GameState" (as you are saying): You should add a call to parent Begin Play. Just right click on the Begin Play node and add call to parent, connect the node.

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answered Aug 16 '17 at 03:46 PM

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avatar image llll Sabre llll Aug 17 '17 at 04:11 PM

Thank you! That was it. One question... I also have an Event Tick (with a delay after) in the same Blueprint. It seems to be working fine now, but should I do the same and add a "Call to parent"?

Thanks again!

avatar image lotodore Aug 17 '17 at 07:02 PM

If BP_GameState already implements Event Tick and you need the behaviour, then you need to add a call to parent.

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