Access to Enhanced Input from Blueprints (not player controller or character)

I have some actor blueprints (or level blueprint) that get keyed to some input (e.g., “1” key). I am trying to transition to a better way and was thinking enhanced input would be better. I have created the IMC and added it to my player controller. However, now I need to somehow know when that input has fired!

How can I replace the simple “1” key pressed command to the enhanced input? Or should I not…?

Or should I not…?

:person_shrugging: Yeah.

When you create an IMC, you populate it with IAs - Input Actions:

image

image

So you can then:

image

instead of the rather unremarkable:

image


The Enhanced Input has more pins therefore it must be better for us!

The Enhanced Input has more pins therefore must be better for us!

:rofl:

I do understand what you put and have already done so. However, the EnhancedInputAction IA_* does not show up in normal actor blueprints. Ideas on how to get the Action event to show up in the context menu?

It does not? Because it should. The above is in a regular actor. Like this kind of actor:

image

Or we’re talking about something more exotic?

:roll_eyes:

Label me a fool for the moment. It must be Friday for the context menu had me scrolled down to the bottom and I missed them somehow… swear I typed “IA…” related things… but no matter. A fool I was but shall no longer remain.

Much obliged @Everynone