I have to admit that the black comment is actually the one that came with the default first person controller when i imported it.
Through a tip on reddit i took a another look at the character again and changed the “get controller” node to a “get player controller” node (jus some try and error with no real plan) and now it works for some reason, but when reading some tips from others im slowly getting confused why it works now
I also tried to use a delay loop in the BeginPlay before it casts to the controller but that didnt work.
Conclusion: it now works but i have to take a look again and try to understand why it works.
Also since u mentioned to put it in the PC class…
… I also have most of the specific inputs in my characters since im packaging this project (archviz) for windows, mobile (android) and VR. when my controller gets created it first checks if a HMD is connected and then posseses the corresponding character/pawn (VR Pawn or first person character). So my VRPawn and my FirstPersonCharacter use the same controller and the possesion is just based on what plattform the app is started on. Thats primarely the reason why i didn’t want to put to much keybinds etc that are just specific to vr or pc/mobile into the player controller (tho i dont really know if that makes much sense… it just sounded right for me to do it like this).
im very new to programming for multiplayer and trying my best to get the hang of it