I’m trying to write a function in the PlayerController that will determine if the last input entered was from a gamepad or was from a keyboard/mouse and pass the boolean result to the Pawn so that I can change some game elements based on what controls the player is using.
I tried to do this using the “Key is Gamepad Key” node in blueprint, but whenever I use that node (or any of the related nodes) the Blueprint always remains dirty after compiling.
It compiles just fine without that, but that set of nodes in particular seems to be causing an issue.
If I just pass the Key struct to the Pawn and call a function in the pawn to do the “Key is Gamepad Key” check, it appears to work, bit it also has the weird side effect of the Pawn blueprint becoming dirty whenever I compile the PlayerController blueprint (but not the other way around).
I feel like I’m running into some bad programming practices here. Is there a better way that I should be doing this?