So currently when users want to open a door or turn on a light, they use an “Enable Input” node off an Event ActorBeginOverlap, then set up their code off the related keyboard/mouse event. This works with “Actors” but what about “Characters”?
I have an NPC that I’d like to be able to interact with, but the “E” event never triggers. At first I figured it was because of it being in a blueprint other than my ThirdPersonCharacter blueprint. But I basically recreated my NPC except as an Actor, and it worked. But it has no movement logic so this is unacceptable.
How do bind I logic to keyboard events for when the player is within the TriggerVolume of another Character?
Where do I place the E event? It doesn’t work in characters. Only actors. “Enable Input” doesn’t make a difference. When I press the E key I also need to reference the character, which spawns after game start