Default PlayerController gives us helpful default implements for movement input; WASD, QE, GamePad Left Thumbstick, and so on. But, since I defined my PlayerController BP, I don’t hope that Default PlayerController input process doesn’t work. Because I don’t know how to realize it, I have to define inputs and consume them on my PlayerController BP graph. Someone knows better way?
In UDK, I can override PlayerInput() to do this. In UE4, should I write C++ code to do this?
Here is a photo off my own project. Using this CustomEvent i am able to stop playerController input so that i can go from First Person to enabling my cursor for my Inventory!
I hope this helps your problem. If you have any more questions just let me know and i will do my best to give you further assistance. If this does fix your problem please toss me over a thumbs up!
Just wanted to note that your code has kind of a logic problem at the beginning.
You don’t need to check if your bool == true because that is exactly what the branch does.
Basically your code goes "Is “InventoryMenuOpen” True? If it’s True that it is True, do this (Your True Branch), if it’s False that it is True, do that (Your False Branch).