Input Action Not Firing In Newly Created Blueprints

Two common reasons input will not work:

  1. For the actor intended to receive input, in the outliner, you have forgot to set the “Player 0” for input. You can set this on begin play “Enable Input” providing your player controller reference.
  2. Another use of the input action event has the option “Consume Input” turned on. This will prevent any further events of this name from being fired. (Click the node, check details panel, turn off for all)

You may have tried these solutions, but they are easy to miss.

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This problem has been plaguing me for a week and I don’t want this to go on any longer. Maybe there is a simple solution that I am overlooking. I read a few other forums on this issue without any working solution.

I set up a blueprint for a store. When a player walks into the radius of the store the player will be able to access it and purchase items. I have an input action mapping on the letter “e” for interaction. My problem is that the input action will not fire yet everything else around it does. I created pick-ups based on the SAME exact logic that works without any issue (when it comes to the player overlapping the box collision). However when I create new blueprints with an action mapping or any key it will NOT fire. I do not understand this problem because other blueprints I created work with it. It is so strange to me that I have to duplicate existing blueprints, clean out the logic I don’t need and put in logic that fits with what I am going for and witness it work like a charm. EVERY NEW blueprint I create Input Action Mappings/keys refuse to fire and I am unable to understand why.

This is the overlap setup (I did have a Printstring node attached at the end that printed out True, so it is working)

Here is the Input Action Setup (I did have a Printstring node before the branch and it did not print out anything)

This was happening to me within 4.21 I thought switching over to 4.22 would resolve the problem but it did not. If anyone can enlighten me on how this is happening I would greatly appreciate it.

Steps 1 and 2 haven’t worked at first. I uninstalled 4.22, reinstalled it, opened the project, redid the logic and suddenly it works. I am still confused about this, but my problem has been solved. Thanks!

I just solved a similar issue where the input actions weren’t firing for 1 BP but the same action fired for another BP (consume: OFF, Input Enabled).

The fix was to reparent the BP that wasn’t working from Pawn to Actor. The pawn parent prevented the event from firing AFAIK. Perhaps pawns require possession while actors can work with the simple “Enable Input” node.