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
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
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
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.