Why I cannot get Input Events?
I have these setups in blueprint of a pawn:
However, the input event is not triggered. Why?
Additional info: I have a actor just have a camera component and it is assigned as the default pawn in the game mode.
I know it crashes at the end. No problem. After I relaunched it, I could not get the inputs again :S
Like Jacky said, you cannot feed the input to more than one Pawn at the same time. A controller can possess only one Pawn and only that Pawn will get the inputs.
In your second picture, if you look closely, you are calling GetCotroller on a pawn and then calling Posses with the same Pawn. The problem is if your Pawn (an instance of that blueprint) was not already possessed, the function "GetController" wont return a valid reference. So that BP event graph ends up doing nothing.
If on the other hand, if the Pawn was already possessed, you re-possess it to the same controller, still doing nothing.
I am not sure why you would need to do it this way, but instead of using Pawn->GetController, try using GetPlayerController node. and feed its output for possession target.
But like I said, if you include the camera inside the Pawn as a component, there is no need for all this.
answered Jul 31 '14 at 02:00 PM
Make sure you have your own version of PlayerController setup too (if you started his project based on a starter kit). Inside the GameMode blueprint, set this controller as default one.
In this case you wont need to posses the Pawn manually. All this can be set in the default properties panel.
answered Jul 31 '14 at 10:42 AM
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