Input key not working on Character blueprint

Hello guys,

Hope you’re all doing well.

I’ve been stuck today on a problem.

I have set up a action input key “Interact” in my project settings associated to the “E” key.

In my character blueprint (the pawn), I am calling this action but it is not working whereas every other input works properly (reload, sprint and so on).

I tried to unchecked the “Consume input” box on the action event but it did not work. I put a “Print string” node after the action event to check whether it is working or not but in vain.

Now, note that I was using this “Interact” input in some other blueprints such as my weapon master blueprint and some doors blueprint. Thinking that maybe it was the cause of this not working on my pawn blueprint, I erased the inputs in all the other actors to see if it was working again on my Character but it didn’t. The second screenshot is the blueprint on my weapon actor (I enable and disable inputs on overlap).

Now, is it that maybe I forgot one blueprint somewhere in my project that has the “interact” input key as well ? I also tried to uncheck all the “consume input” on every actor containing the “interact” action event but it didn’t work either.

Do you have an idea of what it could be ? On the short term, i would like to use BP interfaces to communicate with the picked items such as weapons but since my “E” key still does not work, I’m trying to fix this first :slight_smile:

Thank you in advance for your help !

Sanglier Man

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I forgot to mention that when I set the “Interact” key event on my weapon blueprint, it is working when I press E (I link my character BP to the weapon BP with an event). This means that it is working only when I’m overlapping a weapon actor but it is not as soon as I’m anywhere else in my level. This is why I first tried to only set the “Interact” event on my character and remove it on any other BP.
(The first screenshot is my character BP and the second one is the weapon BP)

Hello Sanglier Man,

Can you show how you setup the input in project settings please? Just to clear it out of the way. Try using keyboard “E” key instead of the InputAction and see if that’s going to work for you.

Hello DonBusso,

Here is a screenshot of the input in my project settings.

I tried to use the input “E” in my character blueprint but it does not work either ! Really strange. What’s really weird is that it is working when I use it to pick up my weapon (it I use “E” in the weapon blueprint, I can pick it up (same of the InputAction “Interact”).

Thank you for replying :slight_smile:

Sanglier Man

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Still looking for the answer, if anybody has any idea ! :slight_smile:

Still looking for the answer btw ! :slight_smile: If anybody knows

Please use comment to bamp question, Having answer in question discourage people to look it up

Maybe it is because of you disabling input when you are not overlapping a weapon. Try removing disable input nodes or bypassing them and see if that fixes then problem.

Hello guys,

Thanks to those who replied.

I found out that it was not working only on particular map. It is actually working on the others. I think we can set this thread as “Answered”. I will try to look into why this map is causing this.

I actually have the exact same issue on the map from the pack “Spaceship Interior Environnement” from the asset store of unreal.

key mapping works fine in my map, but the E key is broken in the spaceship demonstration map, no idea why

Hi there.

I had a similar issue here and what happened to me was that at my custom Player Controller blueprint I was using an “AnyKey” event to check if the input is Gamepad or not. The problem was: this AnyKey event has the “Consume Input” boolean variable checked. If you are using it something like that, it worth a try to check if this Consume Input is not blocking other input action call.

Hope this help someone!

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