Can not Move Player after changing HUD Class

Good Day UE Folks,

I have an interesting problem. I’ve created a HUD blueprint Class in which I’m planning to create the Widgets and run all the logic for my UI.

After I changed the HUD Class in my Game Mode to my BP_HUDClass. I was not able to gain control of my pawn. I didn’t touch the player controller, and I have the enhanced input in my Player Character enabled. In fact, everything works fine before I change the HUD class,

The HUD class that is originally there seems to be the UE default HUD class, I found it in the content browser, but it is in C++ So I can’t check the logic in it. I don’t understand how the HUD class affects control of your pawn?

Perhaps I can be educated by the fine people on here

Let me know
Thanks

1 Like

Are you setting focus to the HUD? Could also be something to do with collision/visibility settings, make sure it’s set to not hit testable or it may be blocking inputs, wouldn’t hurt to just add in a set input enabled and reset any other other control related settings after construction too

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I think you’re on the right track, If I break the Exec Pin on the Begin Play Event, I can control my player.

I went through the 5 WIdgets I want to add and changed all of them to non-hit testable and added the enable input from my player controller. I also added a visibility node after adding them to the view port to control which ones are visable.

I’ve Isolated the problem to start in the Widgets to spawn Function



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I found The Issue,

In transferring over my old HUD elements to my new HUD Class BP. my “Player Menu” had a set input mode to UI only on its event construct. So when I created the widget inside the HUD Class, it changed the input mode.

3 Likes

I think you need a new program to complete it.

1 Like