I have an input action in my TSpaceShip class that looks like this:
PlayerInputComponent->BindAction("MainThrusters", IE_Pressed, this, &ATSpaceShip::MainThrusters);
But it doesn’t actually call the MainThrusters function.
For the purpose of debugging, MainThrusters() looks like this:
void ATSpaceShip::MainThrusters()
{
UE_LOG(LogTemp, Log, TEXT("MainThrusters : On"));
}
I’ve tried using input from blueprints to diagnose the problem, but the input still doesn’t work.
And the action mapping itself looks correct.
Additionally, the pawn is auto possessed using
AutoPossessPlayer = EAutoReceiveInput::Player0;
in the constructor, so that isn’t the issue either.
I’m really at my wits end with this issue. All input works perfectly except for this one.