How to check whether my Pawn is input enabled in Blueprint, as in some cases it DisableInput?
Because I have some User Widget that can also trigger player character actions. But when there’s some other logic that did DisableInput (for some periods, or for some states like driving vehicle), I found no way to check whether it is such input disabled state, which fails to block the action input.
Or, I’m guessing, maybe it is not a good practice to do DisableInput()? Shall I try to use PlayerController possess related APIs instead, for the disable input logics?
You could create a bool on your Pawn that you set to true/false when you enable/disable the Pawn’s input and then check that bool in your User Widget.
For anyone in a similar situation and googling for a quick fix: there’s actually a node called Is Move Input Ignored that, to my knowledge, acts more or less how a node checking for a disabled input would, since Disable Input, along with everything else, disables move input. Hope that helps!
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