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BindAction and EnableInput not working for an Actor

I'm using EnableInput whenever the beginoverlap event is called and the OtherActor is my character but it doesn't work. I googled around and couldn't find any answers that worked for me is there something I'm missing? Using when I use the Fire Event in blueprints it works even without enabling input.

Setup in the Header file:

 void FireHandler();
 UInputComponent* InputComp;

Inside the constructor:

 InputComp = CreateDefaultSubobject<UInputComponent>(TEXT("InputComp"));
 InputComp->bBlockInput = bBlockInput;

BeginPlay:

 Super::BeginPlay();
 InputComp->BindAction("Fire", IE_Pressed, this, &AMasterWeapon::FireHandler);

Overlapped:

 ACharacter* MyChar = Cast<ACharacter>(OtherActor);
 if (MyChar != nullptr) {
     UE_LOG(LogTemp, Warning, TEXT("In"));
     EnableInput(Cast<APlayerController>(MyChar->GetController()));
 }

FireHandler:

 UE_LOG(LogTemp, Warning, TEXT("Fire"));
Product Version: UE 4.21
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asked Mar 20 '19 at 12:08 PM in C++ Programming

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Afrytex
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1 answer: sort voted first

Managed to fix it. Seems like every actor has a variable called InputComponent by default and by using

 InputComponent = InputComp;

In BeginPlay my problem was solved.

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answered Mar 22 '19 at 02:28 PM

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Afrytex
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