Add Controller Yaw/Pitch ignored when managing input from Player Controller
I initially posted this on the forums about 4 days ago I believe. In hindsight I realize it might have been a question better suited for the AnswerHub, and seeing as I haven't gotten any response on the forums I'm giving it a go here. Hope it's ok that it is essentially a copy & paste of the forum post.
So the long story short, I wanted to move input management from the pawn (ThirdPersonCharacter) to the player controller (ThirdPersonController). The main reason is that I intend to allow for two movement modes; direct control of the pawn, or clicking an area on the screen to have the character auto-navigate to the location.
As you've probably understood I used the Third Person template, and as such the same control principles apply: WASD movement, jump on spacebar and mouse controls camera. However, after trying to get the input management on the controller, for some reason it seems to ignore the camera controls.
First of all, screenshots of the two relevant blueprints.
ThirdPersonController * Note: I haven't actually implemented the auto-navigation, so the branch has both options pointing to direct movement.
Now, the jumping works fine. So does movement. However, the camera controls, implemented via Turn Axis->Add Controller Yaw and LookUp Axis->Add Controller Pitch are ignored. To be certain that it actually registers values on the axes, I also print the values to the screen. It certainly receives values, as whenever I move the mouse the numbers for Turn and LookUp change... it just seems like the Add Controller Yaw/Pitch functions simply ignore it.
I have also tried unhooking the Val inputs on the Add Controller Pitch/Yaw nodes and manually inserted a number. Still, no dice.
Any suggestions? Am I doing something wrong? Is this by design, and there is some concept I have failed to grasp? Or is this a bug in the engine?
For the record, I'm using Unreal Engine version 4.18.3 on a Windows 10 system.
I've also added a video to show how this works (or rather, how it doesn't work) in the game. As you can see in the video around the 7 seconds in, I am moving my mouse and it is registering axis input (as indicated by the debug messages), but nothing happens.
asked Jan 31 '18 at 11:41 PM in Blueprint Scripting
Make sure your Input Scale options are >0 in the controller default settings
answered Apr 07 '18 at 11:32 PM
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