Problem in the title
Hi ,
Instead of using a ‘Get Player Character’ node, try using ‘Get Player Pawn’. That works like a charm for me in 4.7.5.
Cheers,
TJ
Thanks it helped alot and i didnt think this would do it
could you post a screenshot?
I tried both neither works.
Can someone clarify how disable input is supposed to work?
Thanks,
-X
Hi Filipe,
It’s the same screenshot above except that the ‘Get Player Character’ node is replaced with a ‘Get Player Pawn’ node.
Hi Xarol,
In the above example, is trying to disable input from the Level Blueprint. Depending on where you are trying to disable input from may change how you need to set this up.
What blueprint are you wanting to use to disable the input?
The ideal way to do this would be inside of either the Player Controller or Character blueprints.
Disable Input and Enable Input work fine in my controller but not when I tried to do it in the level blueprint. Good to know. So I guess the idea is not to use these in the level blueprint and to send an event to the player controller if the level blueprint wants to control things.
Thanks,
-X
When calling DisableInput, you have to pass in the Controller as both the Target and the PlayerController.
It depends on where you have your pawn controlling logic.
If your movement is handled in Pawn/Character blueprint then you should pass ‘Get Player Character’ or ‘Get Player Pawn’ as a ‘Target’.
And if player input is handled in Controller blueprint then you want to pass Player Controller into ‘Target’ in addition to ‘Player Controller’ inputs