Hi,
I have my Character/PlayerController class that can Tick while the game is paused (using PrimaryActorTick.bTickEvenWhenPaused = true; in their constructor). However even with that, I’m unable to receive inputs other than from my gamepad stick. Even my mouse is stuck. Only my DebugExecBindings are working when the game is paused.
So for example I have :
In DefaultBindings.ini :
+ActionMappings=(ActionName="Start", Key=Enter)
+ActionMappings=(ActionName="Start", Key=Gamepad_Special_Right)
In Character::SetupPlayerInputComponent() :
InputComponent->BindAction("Start", IE_Pressed, EPC, &AExilPlayerController::InputStart);
In PlayerController::TickActor()
Super::TickActor( DeltaTime, TickType, ThisTickFunction );
//Tick behaviors to run only when paused
if( IsPaused() )
{
ProcessPlayerInput(DeltaTime, false);
CheckWallRun();
UpdateRotation(DeltaTime);
UpdateCameraManager(DeltaTime);
}
So as you can see I force the Input update manually in my TickActor() function. However, even with this call, only the stick of my gamepad are responsive, all the other functions linked via my binding are not called (I check with a log print).
Any ideas what I’m missing ? Is there another setting/function to call to update the bindings ?