I am new to the unreal engine and I am trying to learn its general workings through blueprints. I have been trying to create a basic moving pawn for the past few hours using the online documentation along with some of the example projects (they work fine).
My confusion comes around using Axis/Key inputs. When I place them in a blank blueprint (parented to the Pawn class) and connect them to some output like a Print Text, I get nothing. According to most sources, I either need to posses the pawn or enable input, but neither seem to work reliably. I have also tried fiddling with making my own game mode and setting my blueprint as the default pawn, still to little avail.
While I have gotten input to kinda work on a normal actor, I am seeing that examples like the rolling example only contain a game mode and a pawn (along with textures and meshes).
Is there something that I need to setup in world/project settings or am I just going about it all wrong?
First things first, you need to go to the project settings -> Input and add the WSAD keys. Check how the first/third person shooter has the input settings. After that, as long as you possess a pawn, it should work just fine.
So I have setup my inputs in project settings, but the idea of possessing the pawn confuses me. It seems that in examples like the rolling example the pawn doesn’t need to be possessed. Is this an exception or do they possess it somewhere else that i didn’t see.
Yeah, this can be tricky in the beginning. Some things to bear in mind:
Check Input in Project Settings and add Axis and Action Inputs, as DjS3rios said;
Try creating a BP with Character Class instead of Pawn, some movement functions work better like that;
Check in Player BP, in Properties, the Auto Possess option and put it to be Player 0.
If your movement is based on Physics, such as Add Force or Torque, you need to check Simulate Physics in yous Player BP.
None of these is working?
And don’t worry, it gets easier to understand later on, the problem is that there are many things scattered throughout different panels and editors.
Good luck!