All "Disable" Character Functions

Hello!

My immediate goal is to be able to allow the character to move with the “Simple_Move_To” node, allowing the player to control the camera but NOT the character.

I know:

  1. “DISABLE_INPUT” disables ALL input, including the camera.
  2. “DISABLE_MOVEMENT” disallows the character to move, but the camera can.

What are other functions similar to these? (It would be great if we can use this thread to compile functions and their explanations in one place.)

And again, my goal isn’t to stop the character from moving; it’s to stop the player from being able to move the character, as the SIMPLE_MOVE_TO temporarily controls the character.

(I saw that a boolean could block the axis values, but, unless I’m incorrect, that would also disallow automatic control from Unreal.)

no need to disable anything,

you’d just have the movement input action control the camera instead of the character or have the camera as a separate actor completely.

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Again, the issue would be that when the character is being controlled by Unreal, then instead of moving the character, it will move the camera.

Unless I’m not understanding how the SIMPLE_MOVE_TO works.

am i understanding you right, you want the

pawn to be controlled by aimoveto
camera to be controlled by input

if so then just dont put input on the pawn, put it on the camera.

if you want both but to change contextually id use the new input mapping system to add/remove context

So to be clear, blocking/rerouting the pawn’s input will not interfere with Unreal controlling the pawn?

Not the AIMove to:

i think its better if i ask what problem are you having if any?

but to answer you original question of what methods are there i’d just

  1. add/remove the input mapping context

this is very clean because it only disables exactly what you want to disable and is modular if you add new context

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Great idea!

I’ll try it.

But, my issue is because Unreal is “using the controller”, whatever is disabled for the player could be disabled for Unreal too.

I’ll try it tomorrow and see if it works.

Try this one:

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I decided to go with this.

Thank you!

Also, I tried to mark it as “Solution” but, as usual, the website is buggy.

VERY cool.

I had no idea those existed.

If anyone has any more similar nodes, please let me know!

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So, I tried all of the nodes, and they work as expected, however, because they utilize a controller, any time the controller is disabled, the character cannot be moved be neither me nor Unreal.

So, my updated question is:

How do I apply an AIController to my player character(?), because this doesn’t work:

im not sure what your situation is but what id do is leave the pawn as aicontroller, never possess it by player just sent ‘commands’ by event to the pawn from the player controller.

Hey,

I’m trying to get my character to walk onto a train automatically while the player controls cameras. The issue is that the character is the player’s character.

in that case dont use aimoveto, you can get the path data and then vinterpt too over a timeline or something

actually movecomponentto would work well i think

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:woman_facepalming: