Handling input in AActor without blocking/consuming it
I'd like to have several Actors in my game responding to player input simultaneously while having player's pawn respond to input too.
I've created an AActor class to test this functionality. It should respond to input and send it down the stack without consuming it. But for some reason input handled by this actor doesn't get passed to pawn. If there's a few of these actors in my level, each of them is responding to input just fine, but my pawn stops responding to this specific input whatsoever.
Steps to recreate this problem: 1. Create new project from First Person template 2. Create new C++ class and add code from snippet below to it 3. Spawn few actors from this class during runtime - you'll see that you can't move sideways anymore
C++ code for this actor: MyActor.h:
Blueprint spawning those actors during runtime:
My question is: - Am I doing something wrong? - What can I do to make input go to my actors AND my pawn?
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