I’ve seen in the docs and on the forums that it’s usually best to handle raw input (clicks, key presses, etc) in the PlayerController and then the controller sends high-level commands (“Walk Forward”, “Crouch”) to the Pawn. However, I haven’t seen documentation or examples on how one actually accomplishes this.
Specifically, I’m trying to handle logic where the player clicks on a pawn. The EventActorOnClicked event only fires on the pawn’s event graph, not the controller’s. How do I “keep the input in the controller” in this case?