While attempting to set up movement in Unreal Engine, I encountered some issues. I followed the typical steps: creating a movement component, setting up the input mappings in the project settings, and scripting the movement logic in the character blueprint. However, when testing, the character didn’t move. I’ll need identify what’s causing the character to remain stationary. I’m at a complete loss as to how to move forward i’ve even set up the auto possess player toggle.
That’s not a typical step The movement component is already there and cannot even be removed in character blueprints. And you cannot add the movement component to a pawn class blueprint, at least via the editor. So I’m not sure what do you mean by that
As for the reason your axis mappings are not working, you should use the enhanced input actions instead.
Hope these help!
Can you expand on what you mean by enhanced input actions. I have found the enhanced input tab in project settings but don’t know how to build from there
Here’s a tutorial on it
Also make sure to add the mapping context after Event Possessed (or Begin Play, it doesn’t matter in your case) while you’re using the enhanced input actions.
I’m still not getting it, but this movement system seems more complex without having the same amount of tutorial support. I’m completely new to this and have no idea what i’m doing
You should use the Triggered pin instead of the Started.
Additionally, like I explained before, you should use a character class blueprint instead of a pawn one to be able to use the movement component. Just thought it would be nice to remind that due to your sentence that I quoted in my initial post.