Hello everyone, I can’t build the logic of disable/enable character movement well, I will explain better. I created an Actor Blueprint where I put a Capsule Collision and in the Event Graph I set the nodes like this: On Component Begin Overlap I connected the Execution Pins(The first Execution Pin and the Other Actor Execution Pin) to the Cast To BP TopDown Character node; then I connected the CastToBP_T&D Execution Pin to the Disabled Movement node. What do I need to add so that when I then press a random keyboard (example. the Enter key) the movements of my character are rehabilitated.
Let’s say you’re not possessing the character (like in the template) and use AI to move it. If you add input and not enable it, it will not work. The above is in the player controller that always processes it.
The thing that doesn’t work is that, when my character has blocked movements due to the interaction with the capsule collision actor blueprint, I press the 1 key on the keyboard and there is no undoing of the movement block caused by the actor blueprint mentioned before.
Where and how can I add and enable an Input?
Sorry for the trouble but to understand things I have to have it repeated 100 times LOL
In the player controller. Get the character whose movement you want to enable, and Set the appropriate mode.
I press the 1 key on the keyboard
Please do use breakpoints to see if you’re actually triggering it and ensure you’re sending the request to the correct instance of the character. I feel all this confusion stems from it.