How to handle input from PlayerController instead of Pawn

If you get the UInputComponent::BindAxis() docs you’ll see that the 2nd parameter is an UserClass* (User = PlayerController) and on your calls you’re trying to assign the Character (pawn) class.

Try instead: InputComponent->BindAxis(“Walk”, IE_Axis, this, &APlayerCharacter::Walk);

And into your PlayerControllerClass get a Walk( ) method that access your pawn, check the Y value and make it move accordingly.

Will also help get more specific namings, as example your binding could be “YJoyAxis” and so on. :smiley: