I’m currently setting up my control system in a ‘Player Controller’ Blueprint, which takes values from other Blueprints before passing the results to the ‘Player Character’ Blueprint via at least 1 event, depending on how many inputs are active at once. For example, iIf the player was pressing 6 buttons on a gamepad and using both analogue sticks then that would fire 8 different events in the ‘Player_Controller’, which in turn does a variety of checks and calculations (X & Y sensitivity, delta time, stick calibration, button remapping etc) before firing 8 more events in the ‘Player Character’ Blueprint
I’d like to know if this is sounds excessive. I can move all of this to the ‘Player Character’ Blueprint to cut down on casting, but then it leaves me wondering why have a ‘Player Controller’ Blueprint at all if handling input logic there and subsequent logic in the ‘Player Character’ Blueprint is inefficient.