I did start this project as a C++ initially. However, the “EnhancedInput” module was not in either dependency modules.
So, I tried putting it in each to test it out and still had the same results.
For the InputActions, I put those in the character class.
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = Input)
UInputMappingContext* PlayerInputMapping;
UPROPERTY(EditDefaultsOnly, Category = Input)
UInputAction* IA_Move;
UPROPERTY(EditDefaultsOnly, Category = Input)
UInputAction* IA_Look;
UPROPERTY(EditDefaultsOnly, Category = Input)
UInputAction* IA_Interact;
UPROPERTY(EditDefaultsOnly, Category = Input)
UInputAction* IA_RotateObject;
UPROPERTY(EditDefaultsOnly, Category = Input)
UInputAction* IA_OpenInventory;
As for the ClearAllMappings(), that was from a tutorial so I just added it there for consistency’s sake.