You’ll want to edit project setting under engine and then input and select keys you wish to use for movement under axis mappings. I created one for x movement with a positive and negative scale and same thing for Y movement.
Hello everyone. I’m finding that Add Movement input pin isn’t working when its on a camera actor. I know for sure that input event is firing properly (using print string) but location of camera isn’t changing. I mostly copied movement code from MyCharacter blueprint. Using SetLocation pin works fine, though. setup of game is an overhead camera which you can move in all directions.
Hmm, thats what i did. I’m firing inputaxis event. Didn’t work though.
I did however find an alternative, using set actor transform. It works perfectly as is. Thanks for help though.
Does your blueprint has a MovementComponent in it?
As mindfane mentions, a MovementComponent is necessary to use Add Movement Input nodes. For a Blueprint that is not derived from a Character class, you won’t be able to use MovementComponent. In this case, as you have discovered, you would need to use Set Actor Transform or other similar methods.
This is kind of an old question which i found a solution to. I ended up creating my camera blueprint with a Sphere component as root, a spring arm, and a camera. I use get/set actor transform (of sphere) upon inputaction, and move camera along with sphere.