I made the mistake of using an InputAction event in my PlayerController, and now all Input Mappings have decided they should goto the PlayerController rather than my character.
This is despite the character being spawned and possessed, the input action mapping context being added to the character, and the input actions not being set to “consumed”, the player character’s movement is enabled… I literally can’t think of anything NOT being done - and yet, not Input Action Events in the character are firing.
It’s like my code is correct - it’s just not working.
Would you mind sharing your blueprint along with possibly a screenshot/video of what’s happening? Also, could we get more context about your use case so we can have a better idea of what is happening here?
Any additional specifics or information you provide may go a long way in solving your problem!
It’s really just straight forwards spawning a character, possessing it, sending an interface event, and adding the input mapping context to the character.
I know it executes because I’ve set a break on “Add Mapping Context” before, it just doesn’t seem to result in my Input Action Events firing in the character. They’re not referenced anywhere else, and only exist in the character… but for some reason my Player Controller is keeping them to it’s self (any input actions I create in the PC work fine).
The mappings in my IMC match the Input Action Events I’m calling in the Character… the Character and Player Controller are both set to use the Enhanced Input system, as is the project and editor. The Player Controller (BP_PC) I’m using is set in the world outliner, in the project, and in the game mode… I’m just coming up short on why the Input Action Events aren’t firing in the Character.
I even have the Input Actions set to execute even when paused just in case it’s something silly like that. The Player Controller, Character, and Enhanced Input Subsystem are all valid… I’m not creating any widgets that would take priority… the Controller ID is 0… I’ve tried delay nodes and that sort of thing.
Like, is there no way to see where the Enhanced Input Local Player Subsystem is currently directing Input Action Events to fire? is there anything I’m missing as to HOW to properly direct the control of a character? I’ve possessed the pawn, and added the context mapping…
I just need to know how to properly transfer the Enhanced Input Local Player Subsystem, so it’s directing the controls to the player character, rather than the player controller… just seems like something that would be common knowledge.
Is there a specific reason you are trying to not enable the mapping context inside of your character? When the character is possessed in that way you stated it works, correct?