Input action is never run

Hi!

I’m learning how to rotate a camera with mouse. To do it, I’m using the third person template.

I have created a blueprint class which inherits from Pawn and add it a camera:

I have set the Use Pawn Control Rotation property to true. And the properties Use Controller Rotation Pitch and Use Controller Rotation Yaw to true also:

In the Pawn’s Event Graph I have added an action copied from the Third Person Character:

And the Pawn’s Aim method is also copied from the Third Person Character:

But it doesn’t rotate the Pawn’s camera because the Pawn’s Aim method is never executed (I have a debug point and it never stops there).

How can I do it?

Thanks!

Itll need to be on triggered not started. Make sure youve added the action mapping context. And make sure input is enabled on the pawn.

It’s add because I’m using the Third Person Player Controller. If I change the Default Pawn to Third Person Character the camera rotates.

How can I do that?

I have changed the Auto Posses Player property to Player0 in the Pawn class:

And now it stops here:

But it still doesn’t rotate the camera. Well, it rotates just bit to the left and right.

If I re parent it to Default Pawn , and set all that properties to their default value, it rotates the camera.

And it rotates the camera because this Add Default Movement Bindings property is set to true:

imagen

Default Pawn is a subclass of Pawn provided for us by Epic and it has some stuff built into it. Might as well use it!

Documentation Link

Thanks, but my goal is to learn how to do it by myself.

If it hits the breakpoint its working however you need to use triggered as i said. Started fires once so you wont see the camera move. Trigger is basically tick