REPOST: Level Opens, And Character Isn't Controllable

Remove from parent before opening the level might help.

Also make sure you add a small delay node in the level blueprint as it opens. It’s very common that without a delay node the setup just fails because of the order of how things happen.

Hello! I’ve been using the Main Menu UMG system and cannot get my menu to connect to my level. When a start game button is pushed (the blueprint is just “When Clicked” — “Open Level”— “Remove Parent”) the first level opens, but the character cannot be moved. I’ve tried changing game modes but to no progress. My demo is due very soon, and what seems like a simple problem is ruining everything. I’ve never experienced this in any other game I’ve made, and would love to have some assistance! Thank you!

Thank you. I’ll try this out when I can access Unreal Engine, and I’ll update whether or not this was answered.

I am so sorry for answering much later. I tried this, and it did not work. The screen loads up, and the character cannot be controlled.

Alright. If you open up the character blueprint while playing when the character is not responding, is it receiving input from you at all?

No. Not at all.

Well you’re already starting to narrow down on the problem then. On level load and when the character is supposed to be receiving input, have you tried adding the node “Set input mode game only”? Could fix it. For example on level load.

So I’ll try that, but maybe I explained wrong. If I open the level on it’s own, the character does work. It’s only when going through the menu. But, again I’ll try.

I understood that. I think the issue is that you may have set input mode to ui only, but never set it back to game only afterwards.

Holy s**t you are a magician! Thank you so much! That worked! I’m pretty sure that what you said is true, when I created the UMG stuff for the main menu I set it to UI only! Thanks!

Awesome! So glad that worked for you :slight_smile:

Can I ask you a new question? I’m not sure if this forum has DM functionality.

Go ahead. Can’t guarantee I have an answer for it.

Thanks. So, I have a resort model I got from Turbo Squid or something. I opened it in Max, and realized it didn’t have a solid bottom, so when I import the FBX into Unreal my character just walks through it. Is there any way to make the floor a “floor” so that the character doesn’t sink through?

Collisions eh? Yeah, been having a rather lengthy go at those myself lately.

You have multiple avenues of approach here. One is to cheat and add an invisible floor that you can be 100% sure blocks your character.

Another is to first check the collisions in your character blueprint. Worldstatic should always be set to block. Then check the collisions in your model, they should block whatever your character is set to (usually the capsule is set to pawn).

I use Maya instead of Max myself so I can’t really help you with 3DMax stuff specifically. But what I can definitely tell you is that on importing the scene you want to have a good look at collision settings.

I would recommend going into the static mesh objects for the floor and double check the collision settings there. A floor should always be block all, unless you have some reason for letting certain objects pass through them.

I’ll try that now. Yeah, I’m a Maya (and Blender) user as well, so that’s why I was lost on this model. The issue with putting an invisible floor is that the model has stairs, and slopes, so it’s not even.

Yeah I wouldn’t recommend it. Unless of course you have enemy AI that is supposed to traverse it while the level is unloaded via streaming. In which case you would need it anyway.

Collision can be a bit of a b**h to work with to be honest, keeping track of the channels isn’t always so easy. Static meshes that cause no collision can be a major headache. I’d google that if anything “Static mesh has no collision”.

Ok, I’ll try that as well.

Open up the static mesh and go here:

270817-coll.png