Blueprint issues

It often makes things really complicated in the long run, you’re risking creating a small debugging nightmare.

Lets say you enabled the input, as you did. You actually enabled it in ALL triggers, you click once and all triggers run their scripts.

And if you want to evoke RMB elsewhere… now you cannot because the triggers consumed it. You can disable consumption, ofc, but if the player now RMB to Crouch (let’s say), it will fire all triggers anyway… because they can still use it.

There is a reason why the input is disabled. Not to mention the fact that you’re allowing actors to fiddle with the player controller. It’s just not that good practice.


Do ignore the above micro-rant if you own a single shoe rack only (like me!) and have no other plans for the RMB. :innocent:


Have a look here:

Imagine that instead of M, the player overlaps the trigger and the widget overrides RMB.

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