If your inputs are in a Class Blueprint and not the Level Blueprint before it will accept any inputs you have to Enable Input inside that Class Blueprint.
For example, when you pick up the scepter feed the execution wire into an “Enable Input” node, and attach a “Get Player Controller” to the appropriate input.
This took me a bit of head scratching to figure out. Hope it helps!
For example, when you pick up the scepter feed the execution wire into an “Enable Input” node, and attach a “Get Player Controller” to the appropriate input. This took me a bit of head scratching to figure out. Hope it helps!
I dont quite understand your expanation on how to enable the muose input in the HUD. How did you manage to be able to activate a for example click event in the HUD?
It’s just like setting up inputs such as moving, except that in a Class Blueprint (a stand-alone object blueprint, like a door or whatever) you need to call the Enable Input (and quite probably Disable Input) nodes to let it know that it should listen for inputs.
is there any other way to enable input in HUD, this issue is to tackle android back button. i need the back button to remove the HUD when pressed. but the button is not responding when the HUD is displayed