INPUT_Action works but ENHENCED_INPUT_ACTION doesnt?

Hi all and thank you for reading my Q

I have taken the following course on udemy to get started with unreal engine

in one of the lectures i need to create a bluprint to make the actor increse walk speed by pressing ‘LEFT SHIFT’

so i needed to create a new
input action

imc default and create a new mapping there

attqach the nodes on blu print

But it does not work at all
*there was no ‘INPUT’ folder in my "third person folder’ so i created a new one and created a new input action for the left shift key

i created a regualer INPUT_ACTION and that seemd to fix it but i dont understand why the enhenced_input_action did not work?

I noticed you created the IA & IMC, but did you map the IMC into your input context?

See BP node AddMappingContext

what do you mean by mapping the imc?
what is the idea behine it?
doesnt the input action i mapped ewarlier on the imc should do the job itself?
i cant map the imc since it holds multiple mappings already and

maybe im mistaken, can you please screenshot the blurptint nodes you advise?

Your IA describes or identifies a specific input action and is accessed in your script as an event.

Your IMC maps the IAs to physical input events so that those physical input events translate into IAs.

But the IMC is only a map that describes the relation between an IA and a physical input event.

To make the mapping used by the game it must be mapped into a context for the player controller.

The term context is the key here. The context of your character/pawn should be properly supported by which IMCs are mapped to the Player Controller.

You can map IMC_base for a character to move, jump, squat, etc., including melee. Then map on top of that IMC_weapon. The IMC_weapon can then replace any IA that use a physical input event that it may also use, while allowing other IAs to flow to their events unhindered. For example, the IA_Melee map be mapped to the same input button as IA_Fire. The IA_Fire event will fire in place of IA_Melee if the IMC_weapon is mapped over the IMC_base. And then you can pop the IMC off the stack of maps when the character drops the weapon.

In my case, I have an IMC for my tank. It replaces the movement and look IAs with those corresponding to the tank, while other IAs for the character can still work. It is added as a mapping context only so long as the character is mounted in the tank.

OR

You can just add the new IA to the previous IMC and not create a new IMC. If the previous IMC is already being added, you can just add more IAs to it.

EDIT: From your image, the Run2 IA is the only IA in the IMC, correct?

This should explain it better than I can:

hey man, just wanted to add that you were right, the problem was that my bp charecter pawn did not have an ‘addinputmapping’ at all.
I recreated from the lecture those nodes and than in the mapping context (just like you suggested)
chose the imc ive set before

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