Hi there, I’m in the process of learning Unreal coming off of Unity and there’s some functionality I’ve been unable to replicate.
I have a blueprint class, MeleeCharacterBP (in C++, AMeleeCharacter : ACharacter), whose functionality I want to test by left-clicking. I have it setup so input events change some booleans that in turn drive the animation state machine.
This works just fine with the character possessed by the PlayerController. However, I want to see what the animation being played looks like from an external perspective (Click and both the player character AND another one will swing their swords!), so I tried dropping an instance of MeleeCharacterBP into the world and setting it so it isn’t possessed by any AI controller, and have tried multiple ways (calling Enable Input from the blueprint above, and setting Auto Receive Input in the settings below) for it to be able to receive a simple input event from the mouse, but it never fires on anything other than the possessed character. The Left/Right Mouse Button inputs on the above screenshot have Consume Input disabled as well, so the event should(?) be able to be picked up by multiple characters.
I’m aware of the Controller/possession system and how it’s intended to work, and that I’m clearly NOT using the system properly, but I just wanted to bypass it for the sake of having an easy way to test out animations and see what they look like on another character in the game world. For comparison’s sake, in Unity I was able to just intercept the Input.GetMouseButtonDown(0) event from any class and have it work, but in Unreal I feel like I’m struggling against the gameplay framework to get my desired (very simple) behavior out of it and it’s extremely frustrating. Is there something really stupid I’m missing? Do I really have to create an AI Controller with its own events just to accomplish what I want?
Thanks for reading!