You spawn a controller? Why?
Yes, I am new here and I just thought it will get more customizable if I spawn my own PlayerController instead of using the default one, such as I can control when to spawn it or decide how to initialize it, even when to destroy it. I’m preferred to do it all by myself. Am I wrong?
Here is my blueprint. It is very simple. And I have already checked “Override Player Input Class” setting, it is set to “PlayerInput”(Even it is suggested to use the new Enhanced Input Action, I’m using the deprecated one.)
The blueprint was execute in a PlayerController blueprint, and the PlayerController is not a default PlayerController, I spawned it in a GameMode blueprint as an actor.
I mean to manually spawn it in a Game Mode blueprint by using the “Spawn Actor” node.
This is the actually blueprint I am using. These nodes above, I’m sorry for my confusion,I means I put them in a “PlayerController” blueprint, the “Self Possessed Target” is a reference to a actually pawn. So I put the nodes in my “PlayerController” blueprint, and want the “PlayerController” to call the method that I wrote in the “Pawn” class(Actually I made my own “Character” class inherited from the base “ACharacter” class).
As the Class name “PlayerController” shows, I think it is better to put the InputAxis in the “PlayerController” than in a “Character” or a “Pawn”.
Essentially it prints because it’s spawned and out there in the world, working but unable to process inputs since you’re not actually using that controller.
Yeah…now I know that I shouldn’t manually spawn the PlayerController. Maybe that caused all of this. I will try to use the default PlayerController and try if it will work.