Hi, thank you for the reply and the presentation resource, I’ll look into it.
I’m aware of the enhanced input system and I use it in my plugin, but if I understand it correctly, that doesn’t solve the point I raised. Because still, you need to process the input event somewhere, and that’s where the problem arise.
What you described is exactly what I’m currently doing, but that’s not what I want, because as a project progresses, you will have more and more different blueprints that handles input events, which will start to be convoluted to search through. That’s why I would’ve liked it all to be handled in one BP like the controller for example, but I’m not sure that it is possible if I want my game to be built with say 10s of plug&play plugins.