so i am new and i am looking to move a pawn and or a character via blueprints.
i basically copied what was on the first person movement starter blueprint
then made a new project new inputs and its not doing anything.
i’ve seen tutorials but they all use a already pre-made blueprint which i feel like leaves a couple of missing steps.
i need something a little more from scratch now i’ve did a little study of the first person template and i understand it i just don’t understand why my cube doesn’t move.
my intentions are to learn how to manipulate movements and to develop blueprints such as falling into lava and slowly sinking into it i assume some sort of collision or trigger would work and the same with water but he’ll just float in it.
i come from unity where my friend taught me playmaker, but i feel ue4 can take me to where i want to go.
also i know nothing about the forums here so please forgive me if i posted this in the wrong category
thank you for reading all help will be appreciated
So first off the reason why this doesnt work when just copied over to a new project is because that red node that reads “InputAxis MoveActorForward” is an input, an input being a key that is pressed on the keyboard, mouse, controller ect. You need to define these button inputs in your project, so while it worked in the other project and not yours is because your new project doesnt have an input named MoveActorForward. In the meantime while you figure out how to make custom inputs, you can simply replace that node with a specific key input node, such as W, although it wont work exactly as you would imagine since InputAxis is not the same as InputAction key (One being either pressed or released, and the other being a float value from -1 to +1). You can add a new inputAxis key by going to Project Settings > Input > Axis Inputs (or something like that) and then adding a new binding by pressing the + button and finding whatever key you want.
As for another reason why this might potentially not work is because the Add Movement Input node only works for Pawns, basically blueprints that are defined to be able to be controlled by the player, you cant simply have an actor utilize the node unless is is a Pawn type blueprint.
Let me know if what I said works and if it helps you figure out your problem.
it didnt help i basically broke down what was going on in the first person template for movement i didnt exactly copy it, i made it in my own blueprint using the same things in the first person
i matched the same inputs and names and keys in the project settings on my own
i’ve tried it on several different classes the actor, the pawn, the character, and the player controller
and none of them worked
it just seems as if the blueprint isnt active or something the likes of that
there was a tutorial i saw where this guy made a grenade effect “spawn emitter” and mapped it to the G input and i put it on a cube and nothing happened but as soon as i put it on the first person template it worked why did it work in the template and not the cube?
now i realize that since im new to this that im trying to bite more then i currently know how to chew but i am just too curious to let this go
i thank you for giving me your time to answer these
print nodes sound vary useful but i’ll get to those in time
im moving onto different features i want to implement so im not stuck in one place
this is in the third person template
i have this double jump i want to make but instead of a second jump i want a cloud to spawn or become visible and i want my character to not fall for like a second
so he’ll be floating on this cloud then drop after a second
i have a sketch of what i think it would look like but i just dont know all the names of all the components