I assume it was best for Consume Input to be enabled by default for blueprint input events, but how would I achieve this with C++ when I use PlayerInputComponent->BindAxis() or BindAction()? This threw me off for a second because I had an event in the level blueprint that I forgot about and it was consuming the input from something else.
You can get the Axis or Input Binding by Index (I think it might be the index on ProjectSettings > Input, not sure)
And you can set “bConsumeInput = true” on it.
Thanks, I also realized the binding functions return an FInputBinding, which allows you to enable it from there. And I had to re-read the documentation on Input and learn about the input stack.
yeah, storing the return and altering settings on that seems better.
I honestly didn’t know you could to it, but i’m going to start doing it like that now.