I am trying to create a new blueprint but my event nodes do not seem to work i have a vehicleplayercontroller blueprint that has event nodes that are working so i am unsure why in this new blueprint i am making the event are not being triggered i event just did a simple event R key pressed to print a hello string but this also does not work in the new blueprint. I know different blueprints are used in different cased but i changed my blueprint class to actor and then player controller but neither one seemed to work. I am new to unreal engine so i apologize if i am missing something obvious but help would be greatly appreciated.
Could you provide some more context, maybe with some screenshots? And to be clear, are you saying when you create a new blueprint class, you can’t trigger events inside it even if they’re debug keys?
sure here is a screenshot of the event node that doesnt work
No not like that I could visualize that with no problems. What I meant was the context of that blueprint you created with it’s related screenshots. For example, if you put that blueprint code you just provided to an actor that the player doesn’t control, of course it won’t be executed
Okay so how do i make sure the player controls this blueprint and can the player control multiple blueprints
but even so I tried using the event begin play node where the event r key node is and it still didnt work would this be because the player doesnt control this blueprint?
You can still listen the inputs from the player using the “Cast To” node
Okay I did some research. Appearantly you could be able to find a setting called “Auto Receive Input” under the details window of your actor which you want to be controlled by the player, and set it to be player 0. Now you should be able to put input actions into that said actor’s blueprint and they should work just fine
I appreciate your help i think i know the thread you are talking about bc i actually tried that but to no avail
There’s a recent topic called something like how to control another actor as player in first person but no, answers there won’t be any use in this specific case I think. Other than than idk what else did you refer to. Can you clarify is that a single blueprint or no events get triggered in any of your blueprints? And what type of blueprint also
this is a single blueprint of type actor but again i am new idk if there is a different blueprint i should be using but i have another bp which is a player controller and all the event nodes in that blueprint work just fine
Okay forget about user input actions. Can you plug a print string to event trigger in your actor blueprint? Once you do that, you’ll see that events do actually work as normal, it might just be certain events that you wanna trigger.
Now if that works, which it should, then you can further experiment by creating a boolean type variable in your player character’s blueprint, setting it’s value to true after an input action, like an input action that is binded to left clicking maybe, and using a “Cast To” node in your said actor’s blueprint, getting that variable, plugging it to the condition pin of a branch node and then plugging it’s true pin to a print string node. With that being done, you will also witness the player impacting another blueprint.
I’m confident that these will work, though I’m not quite sure why my previous suggestion didn’t if you applied it properly. But I’m wanting you to do these for you to see that the events do actually do their thing. Also, I actually wanned to ask if this one single blueprint causes issue while you manage to do the exact same stuff with other blueprints. Now could you try these out and update? Maybe you will see what was wrong earlier while doing these. And maybe we can clear up some misunderstandings on blueprints this way if there were any
so im dumb and had not dragged my actor into the scene to get the blueprint to work i did this and it worked but then ran into different issue that lead me to creating a different blueprint that is a player controller because i am using this blueprint to collect data on a pawn this blueprint doesnt seem to be able to be dragged into the level so is there another way to i guess initialize the blueprint so that the event nodes work
Inputs (keyboard/mouse) are executed in the following classes.
- Controller Class
- Pawn class the controller class has possessed
- Level Blueprint
For clarity, If I press W the first class to get an execution request is the controller, then pawn, then level BP.
so then why are the event nodes not being executed at all ? am i supposed to initialize the class somehow like i did when the blueprint was an actor
You have to play a level with those classes.
Open a level set your pawn and controller class, save and then play the level.
(post deleted by author)
again im new so i apologize but you kinda lost me there arent like different levels in the game its a simple car racing game where different maps are being spawned in rather than advancing to different levels unless i am just totally misunderstanding you in which case how do i open my level and set my pawn and controller classes also side note that i am using a player start to spawn my pawn in the game when it starts