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.
Just plain not working.