Share InputAction between blueprints

Hello,

I tried to share this Event by uncheck consume input, but it doesn’t work.

Thank you, I changed the auto receive input to player 0 to the secondary blueprint and it’s work, and even if the consume input is on.

But the main character blueprint work even is the auto receive input is disable, strange.

Are you sure both actors are set to receive input? In the level editor Details panel there’s an Input section for the selected Blueprint where you can enable Auto Receive Input for a specific player index (Player 0 is the local player for online / first player for local games), as it is set to Disabled by default. If you set Auto Receive Input here, it will only apply to the selected instance of the Blueprint.

230518-details-panel-input-settings.png

You can also do this inside the Blueprint’s Class Defaults section, where there’s an additional Block Input option. This should be unchecked to prevent it from blocking input to actors below itself in the input stack. If you set Auto Receive Input here, it will apply to all instances of this Blueprint, unless manually disabled via the method above.

230519-blueprint-class-defaults-input-settings.png

Also if one actor is the subclass of the other, you probably need to disable Override Parent Binding on the Input Axis/Action Event node (same place you unchecked consume input) if you want it to perform both the parent’s action and the child’s action for the same input.

I hope this helps!

I’m glad you got it working! :slight_smile:

The main character still receiving input is probably because when you start playing the game spawns a PlayerController and Pawn for you and automatically sets up player input on it. This seems to always override the Auto Receive Input setting in both the PlayerController and Pawn.

The difference Auto Receive Input makes is that things other than the player can still receive input. So, while the game mode creates a PC and Pawn for you that always get your input, you can also have stuff loaded with the level or dynamically spawned during play that will also receive that input.