The project has several assets for testing and everything is working except for one thing. One of the attached components is not receiving input.
I have. . .
a blueprint player controller
base pawn with static mesh, sockets, and input blueprints (called tank)
Turret as a pawn with static mesh, socket, and input blueprints (called turret)
Barrel as a pawn with static mesh, socket (for projectile spawn), and input blueprints. (called barrel)
All of the pawns cast to the player controller first, to read the array of pawn asset IDS (violet), where it is stored.
The tank is spawned from an array on begin play and posessed (for player-changeable tank parts later). It reads the array, spawns the turret and attaches it to tank.
The turret reads the array, spawns the barrel, and attaches it to turret.
All control blueprints are on their respective pawns (doing so on the player controller creates error messages of no actor to find in the logs). Movement is on the tank, rotation for aiming is on the turret, and fire (spawn projectile) is on the barrel.
The tank itself responds to input and can be moved around as expected, but the turret isn’t receiving any rotation input.
I worked fine when placed in the level from the start and could be driven and aimed. Now that is is spawned and possessed, it no longer works.
How can I have the input work for the possessed pawn and all attached pawns? It seems for allow input for only the first possessed or attached pawn and ignores everything else.
I am using the spawn actor, attach to, and possess nodes in this blueprint.