Hello everybody,
I’m new to Unreal and C++ and I’m having trouble using the enhanced input system with projects based on the blank C++ template (I don’t have any issues if I use the third person template, etc.)
When using a template other than blank C++, I can include the relevant header files as you would expect (e.g #include “EnhancedInputComponent.h”). However, when working with a blank project, I can only access things, like the EnhancedInputComponent, with something like "#include “…/…/…/…/UE_5.1/Engine/Plugins/EnhancedInput/Source/EnhancedInput/Public/EnhancedInputComponent.h”.
Based on the online tutorials and books I have been reading, it seems I should simply be able to include something like “InputActionValue.h” if I want to use an FInputActionValue, but at least for blank projects, I can’t do this. Looking at some of the header files for these classes in the external dependencies folder, I did see the following problem with accessing the .generated files, and I’m not sure if this could be part of the problem:
I have done the following in my project:
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verified that the Enhanced Input plugin is active
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verified that under the input section of the project settings the input component has been set to Enhanced Input
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in my build.cs file, I have included “EnhancedInput” in the PublicDependencyModuleNames
Any help and/or explanation as to what’s going on here would be appreciated!